Houdini 21.0 Nodes Geometry nodes

Labs Tree Controller 1.1 geometry node

Controls global growth, deformation, pruning, and meshing settings for Labs tree nodes.

This node provides centralized control over multiple tree generation nodes in the network.

Parameters set on this node automatically propagate to downstream tree nodes such as the Labs Tree Trunk Generator, Labs Tree Branch Generator, and Labs Tree Branch Placer.

Individual nodes may override these values locally when needed.

This controller allows you to adjust growth behavior, tropisms, noise deformation, pruning rules, meshing settings, and level-of-detail controls from a single location.

Parameters

Randomize

Random seed used for procedural variation across the tree generation system.

Tropism

Tropisms simulate natural plant growth responses to environmental stimuli such as gravity, light, and nearby obstacles.

Bend Along Parent

Applies curvature to branches relative to the direction of their parent branch.

Enable

Enables bending relative to the parent branch direction.

Strength

Controls how strongly branches bend along the parent branch axis.

Falloff

Adjusts the bend intensity along the length of the branch.

Multiply Intensity by Branch Level

Scales bend strength based on the branch level in the tree hierarchy.

Gravitropism

Simulates the effect of gravity on branch growth direction.

Enable

Enables gravity-based bending.

Direction

Direction used to simulate gravity.

Strength

Controls how strongly branches bend toward the gravity direction.

Falloff

Adjusts gravity influence along the length of the branch.

Multiply Intensity by Branch Level

Scales gravity strength based on branch hierarchy level.

Phototropism

Simulates branches growing toward a light source.

Enable

Enables light-based growth direction.

Direction

Direction of the simulated light source.

Strength

Controls how strongly branches bend toward the light direction.

Falloff

Adjusts the light influence along the length of the branch.

Multiply Intensity by Branch Level

Scales phototropism strength based on branch hierarchy level.

Thigmotropism

Simulates branches reacting to nearby objects by bending around them.

Enable

Enables collision-based branch interaction.

Object

Object used for branch interaction and avoidance.

Strength

Controls how strongly branches react to the input object.

Falloff

Adjusts the interaction influence along the branch length.

Noise

Adds procedural variation to branch shapes and geometry.

Line Noise

Applies noise deformation to the branch curves.

Enable

Enables procedural noise on branch curves.

Intensity Ramp

Adjusts noise amplitude along the length of the branch.

Primary

Curl noise applied to the branch curves.

Noise Type

Type of curl noise used.

Intensity

Strength of the noise deformation.

Frequency

Controls the scale and repetition of the noise.

Roughness

Adds fractal detail to the noise.

Step Size

Sampling resolution used to evaluate the noise.

Randomize Offset

Randomizes the noise offset using the random seed.

Offset

Offsets the noise pattern in space.

Secondary

Secondary anti-aliased noise layer used for additional detail.

Intensity

Strength of the secondary noise.

Frequency

Scale of the secondary noise.

Roughness

Fractal detail of the secondary noise.

Randomize Offset

Randomizes the secondary noise offset.

Offset

Spatial offset applied to the secondary noise.

Mesh Noise

Applies procedural noise to the generated branch mesh.

Enable

Enables mesh surface noise.

Type

Type of turbulent noise used.

Frequency

Controls the scale of the mesh noise.

Randomize Offset

Randomizes the noise offset using the seed.

Offset

Spatial offset applied to the noise.

Intensity

Strength of the mesh deformation.

Reduce Intensity Per Branch Level

Reduces noise intensity for higher branch levels.

Multiply Intensity by Radius

Scales noise intensity relative to branch thickness.

Intensity Ramp

Adjusts mesh noise along the branch length.

Prune

Removes branches based on directional angles.

By Initial Angle

Upward Facing Angle

Removes branches whose initial direction exceeds this upward angle.

Downward Facing Angle

Removes branches whose initial direction exceeds this downward angle.

Directional Angle

Removes branches based on deviation from the specified axis.

Direction

Axis used for directional pruning.

By End Angle

Upward Facing Angle

Removes branches based on their final upward direction.

Downward Facing Angle

Removes branches based on their final downward direction.

Directional Angle

Removes branches based on deviation from the specified axis at the branch tip.

Direction

Axis used for directional pruning.

Meshing

Controls how branch geometry is generated.

Custom Branch Profile

Geometry profile used when sweeping branches. The profile should be centered and oriented in the XY plane.

Intersections

Intersection Behavior

Defines how branch intersections are generated.

Smooth Amount

Controls smoothing of Boolean intersection geometry.

Blend Falloff

Controls the falloff of the normal blending around intersections.

UV Blending

Generates a secondary UV set to blend UV seams between parent and child branches.

Enable UV Blending

Enables UV blending at branch intersections.

Blend Distance

Distance along the branch used for blending.

Blend Falloff

Controls smoothing of the blend region.

End Caps

End Cap Type

Type of geometry used to close branch ends.

Cap Divisions

Number of radial divisions in the end cap.

Triangular Poles

Connects all cap points to a central pole.

End Cap Scale

Controls the curvature of the cap shape.

End Cap Roundness

Controls the falloff of the cap curvature.

Reduce Cap Resolution Per Branch Level

Reduces cap resolution for higher branch levels.

Resolution

Resolution

Controls the number of horizontal subdivisions along branches.

Refinement Amount

Reduces subdivisions on straight segments.

Divisions

Number of radial subdivisions around branches.

Reduce Divisions Per Branch Level

Reduces radial resolution for higher branch levels.

Displacement

Enable Displacement

Enables displacement mapping on branch geometry.

Displacement Texture

Texture used for displacement.

Displacement Intensity

Strength of the displacement effect.

Subdivision Amount

Subdivides geometry before displacement is applied.

Reduce Resolution

Enables polygon reduction after displacement.

Polygon Count

Target polygon count for reduction.

Tolerance

Error tolerance for polygon reduction.

LOD

Offset

Adjusts resolution and scale across branch hierarchy levels.

Start at Level

Branch level where LOD reduction begins.

Visualization

Color

Displays branch levels using different colors.

Show Curves

Outputs only the branch curves instead of full geometry for faster editing.

See also

Geometry nodes