From nothing to an animated tree.
Using only Blender.
A procedural vegetation tool with built-in skeletal mesh generation and a direct Unreal Engine 5.8 Foliage Assembly workflow — or to any platform. Create variations in seconds.
Photogrammetry trunk + scattered branches, previewed in Unreal as a Foliage Assembly — Witcher 4 tech demo.
Fully supported in Unreal.
A Foliage Assembly is fully supported. Trunk and branches stay the base. Foliage ships as instances. A skeleton drives them. Witcher 4 style. That is one way out — not the only one. Bake a mesh instead, and the same plant plays in any engine.
On the assembly path, the tiles set the cost. Merge cards into the base, drop bones on a scatter, or keep a bone on every other card. You cut the skeleton and the instance count before the file leaves Blender.
A branch is its own asset.
Branch Curve builds the spline. Convert to Geo turns it into a mesh. Angle, length, and roll are curves in the sidebar, read along the parent. Duplicate the object and the copy keeps its own settings. Several variants can sit in one collection.
The same tool puts those branches on the trunk.
The tree reads the collection and instances the branches onto the trunk. Edit a branch, its length, or its curve, and the copies on the tree follow. The source branch is still there. Nothing is collapsed until you bake.
The graph stays a row of tiles.
Every module has a single Geometry input and a single Geometry output. Settings and curves live in the sidebar, on the tile you have selected. Two Branch Curve tiles in one tree do not share their sliders.
Cards, twigs, and tips.
Foliage Scatter places kits along the branches. Height bands split bottom, mid, and top. Long, mid, and short split the same branch by position. Tips get their own kit. Curve to Fronds builds a palm-style leaf from a curve.
Banana tree creation + skeletal animation.
Normals and vertex color, on the plant.
Custom Normals aim the cards. Vertex Color fills each channel with a mask the shader can read: height, a branch id, a gradient along the twig. UV Wind Mask packs a second UV for a wind shader.
A mesh any platform can play.
Bake one mesh. Vertex color and wind UVs go with it, so the tree can move in any engine that reads them.
Procedural grass creation + Spawn Preview.
A generated trunk, a curve you draw, or a photo scan.
"Trunk" draws the stem. "Trunk Custom Curve" follows a curve you draw. "Trunk Custom Mesh" starts from a photo scan.
From that scan you can generate a tileable bark texture and lay it back on the trunk, so the surface is seamless. Or skip the scan and build the trunk fully procedurally. Your choice.
Coconut palm — baking a tileable texture set from a photogrammetry scan + procedural extension.
What's in the toolbar
Grouped the way they appear in the add-on.
Foundation
Distribution
Deformation
Meshing
Foliage
Special
On the way
Pivot PainterPivot Painter support, so the same plant can feed that wind setup. |
Plant WizardTemplates. A few questions, a starting tree, then the tiles stay editable. |
Manual EditEdit one branch, or one spawn, and leave the rest of the tree alone. |
Background VersionA card generator. It builds a background version of your tree for you. |
The add-on
Foliage Fusion for Blender 4.5 through 5.2. A procedural tree, with wind data, ready for any platform. GPL.
Example files are included, so you can start making strong work on day one.
Which license do you need?
Lifetime. Same add-on. GPL. The difference is the seat and the support. Prices at the top of this page.
IndieOne person. Under $100k USD revenue in the last 12 months. What's included:
✓ All modules, docs, and examples ✓ Single user ✓ Film, games, and client work ✓ Email support ✕ Multiple artists ✕ Priority support |
Studio$100k USD or more. One seat per studio, for multiple artists. What's included:
✓ All modules, docs, and examples ✓ One seat per studio ✓ Film, games, and client work ✓ Multiple artists ✓ Priority support |
Started on Indie and the studio crossed $100k? Superhive lets you upgrade for the difference in price.
Full documentation and a user guide.
You are not left alone.
Built by artists, for artists.
A bug or a feature request: [email protected]