AO Studio Tools

ZenGrove

Grow a plant, one node at a time.

Overview

Grow a plant, one node at a time.

Explore all 45 ZenGrove nodes for Maya with illustrated settings. Shape Cross Section profiles, create multi-way Splits, find properties and build procedural plants.

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Tree Materials

Sets bark, cut-end and foliage materials, plus transparency and normal-map choices for delivery.

Reference updated for ZenGrove 1.0.0-beta.2.

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Materials

Setup

Tree Materials node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Material Set Name

Gives this tree, collection or output a recognizable name.

Default: Tree Materials

Materials

Tree Materials node with its materials settings in ZenGrove
ZenGrove settings excerpt · Materials · Open image for full size
Bark Material

Assigns bark material. Capture Selected uses your material; Create StandardSurface makes one; Clear removes the assignment.

Default: Nothing assigned

Caps Use Bark

Uses bark material on end caps. Turn it off for a separate cut-end material.

Default: On

Foliage Mode

Source Materials keeps asset materials. Material Override uses one chosen material. Atlas uses the atlas workflow.

Options: Source Materials · Material Override · Atlas

Default: Source Materials

Double Sided Foliage

Marks foliage as visible from both sides for material/export setup. Match this in the destination shader.

Default: On

Alpha Mode

Opaque is solid. Masked cuts away pixels below a threshold. Blend uses gradual transparency.

Options: Opaque · Masked · Blend

Default: Masked

Alpha Cutoff

Sets the opacity threshold for Masked mode. Higher values remove more partly transparent edges.

Available when Alpha Mode is Masked.

Default: 0.5

Normal Convention

Chooses OpenGL or DirectX normal-map convention. Match the destination shader.

Options: OpenGL · DirectX

Default: OpenGL

Materials (1)

Shown example: Caps Use Bark = Off.

Tree Materials node with its materials (1) settings in ZenGrove
ZenGrove settings excerpt · Materials (1) · Open image for full size
Bark Material

Assigns bark material. Capture Selected uses your material; Create StandardSurface makes one; Clear removes the assignment.

Default: Nothing assigned

Caps Use Bark

Uses bark material on end caps. Turn it off for a separate cut-end material.

Default: On

Cap Material

Assigns a separate end-cap material, such as exposed wood.

Available when Caps Use Bark is Off.

Default: Nothing assigned

Foliage Mode

Source Materials keeps asset materials. Material Override uses one chosen material. Atlas uses the atlas workflow.

Options: Source Materials · Material Override · Atlas

Default: Source Materials

Double Sided Foliage

Marks foliage as visible from both sides for material/export setup. Match this in the destination shader.

Default: On

Alpha Mode

Opaque is solid. Masked cuts away pixels below a threshold. Blend uses gradual transparency.

Options: Opaque · Masked · Blend

Default: Masked

Alpha Cutoff

Sets the opacity threshold for Masked mode. Higher values remove more partly transparent edges.

Available when Alpha Mode is Masked.

Default: 0.5

Materials (2)

Shown example: Caps Use Bark = Off.

Tree Materials node with its materials (2) settings in ZenGrove
ZenGrove settings excerpt · Materials (2) · Open image for full size
Normal Convention

Chooses OpenGL or DirectX normal-map convention. Match the destination shader.

Options: OpenGL · DirectX

Default: OpenGL

Materials (1)

Shown example: Foliage Mode = Material Override.

Tree Materials node with its materials (1) settings in ZenGrove
ZenGrove settings excerpt · Materials (1) · Open image for full size
Bark Material

Assigns bark material. Capture Selected uses your material; Create StandardSurface makes one; Clear removes the assignment.

Default: Nothing assigned

Caps Use Bark

Uses bark material on end caps. Turn it off for a separate cut-end material.

Default: On

Foliage Mode

Source Materials keeps asset materials. Material Override uses one chosen material. Atlas uses the atlas workflow.

Options: Source Materials · Material Override · Atlas

Default: Source Materials

Foliage Override

Chooses the foliage material in Material Override mode.

Available when Foliage Mode is Material Override.

Default: Nothing assigned

Double Sided Foliage

Marks foliage as visible from both sides for material/export setup. Match this in the destination shader.

Default: On

Alpha Mode

Opaque is solid. Masked cuts away pixels below a threshold. Blend uses gradual transparency.

Options: Opaque · Masked · Blend

Default: Masked

Alpha Cutoff

Sets the opacity threshold for Masked mode. Higher values remove more partly transparent edges.

Available when Alpha Mode is Masked.

Default: 0.5

Materials (2)

Shown example: Foliage Mode = Material Override.

Tree Materials node with its materials (2) settings in ZenGrove
ZenGrove settings excerpt · Materials (2) · Open image for full size
Normal Convention

Chooses OpenGL or DirectX normal-map convention. Match the destination shader.

Options: OpenGL · DirectX

Default: OpenGL

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FAQ
What is ZenGrove used for?

Explore all 45 ZenGrove nodes for Maya with illustrated settings. Shape Cross Section profiles, create multi-way Splits, find properties and build procedural plants.

Which host application does ZenGrove support?

ZenGrove is built for Autodesk Maya and is distributed through AO Studio Tools.

Where can I download ZenGrove?

Download the current AO Studio Tools package from https://aostudio.tools/getthetools.html and install it through AO.Hub.