Houdini 20.0 Nodes Geometry nodes

Labs Tree Controller geometry node

Controls other tree nodes

This sets parameters for all other tree nodes (Tree Trunk Generator, Tree Branch Generator, Tree Branch Placer) down the chain, and can be overridden per node.

Parameters

Global

Randomize

Random seed value

Tropism

Bend Along Parent

Bends the branch along the axis of its parent branch Enable

Enable bend along parent

Strength

Amount to bend the branch along its parent

Falloff

Adjusts the bend amount along the length of the branch

Multiply Intensity by Branch Level

Multiplies the bend strength by the branch level in the tree hierarchy

Gravitropism

Bends the branch along the axis of the specified direction to simulate gravity Enable

Enable gravitropism

Direction

Direction of gravity

Strength

Amount to bend the branch by gravity

Falloff

Adjusts the bend amount along the length of the branch

Multiply Intensity by Branch Level

Multiplies the gravity strength by the branch level in the tree hierarchy

Phototropism

Bends the branch along the axis of the specified direction to simulate growth towards light Enable

Enable phototropism

Direction

Direction of light

Strength

Amount to bend the branch towards light

Falloff

Adjusts the bend amount along the length of the branch

Multiply Intensity by Branch Level

Multiplies the bend towards light strength by the branch level in the tree hierarchy

Thigmotropism

Bends and moves the branch to avoid and/or wrap around the input object Enable

Enable thigmotropism

Object

Input object for the branch to react to

Strength

Amount to bend the branch around the input object

Falloff

Adjusts the bend amount along the length of the branch

Noise

Line Noise

Enable

Enable line noise

Intensity Ramp

Adjusts noise amplitude along the length of the branch

Primary

“”“ Curl Noise ”“” Noise Type

Type of curl noise

Intensity

Noise amplitude

Frequency

Amount of noise repetitions

Roughness

Amount of jitter in noise

Step Size

Noise resolution

Randomize Offset

Randomly generate an offset number based on random seed

Offset

Amount to move noise through space

Secondary

“”“ Anti-Aliased Noise ”“” Intensity

Noise amplitude

Frequency

Amount of noise repetitions

Roughness

Amount of jitter in noise

Randomize Offset

Randomly generate an offset number based on random seed

Offset

Amount to move noise through space

Mesh Noise

“”“ Turbulent Noise ”“” Enable

Enable mesh noise

Type

Type of turbulent noise

Frequency

Amount of noise repetitions

Randomize Offset

Randomly generate an offset number based on random seed

Offset

Amount to move noise through space

Intensity

Noise amplitude

Reduce Intensity Per Branch Level

Divides the noise amplitude by the branch level in the tree hierarchy

Multiply Intensity by Radius

Multiplies the noise amplitude by the branch radius

Intensity Ramp

Adjusts noise amplitude along the length of the branch

Prune

By Initial Angle

Upward Facing Angle

Angle from upwards Y axis to start removing branch points (based on initial branch angle)

Downward Facing Angle

Angle from downwards Y axis to start removing branch points (based on initial branch angle)

Directional Angle

Angle from specified axis to start removing branch points (based on initial branch angle)

Direction

Axis for directional angle

By End Angle

Upward Facing Angle

Angle from upwards Y axis to start removing branch points (based on final branch direction)

Downward Facing Angle

Angle from downwards Y axis to start removing branch points (based on final branch direction)

Directional Angle

Angle from specified axis to start removing branch points (based on final branch direction)

Direction

Axis for directional angle

Meshing

Custom Branch Profile

Input a profile or flat geometry to sweep along branch instead of the default tube. Please center and orient to the XY plane

Intersections

Intersection Behavior

Options for how branch intersections are handled

  • None - branch is stuck in parent with no intersection handling

  • Boolean + Normal Blending - parent is subtracted from branch creating a flush intersection and the normals around the intersection are blended creating a seamless transition

  • Normal Blending - the normals around the intersection are blended creating a seamless transition

Smooth Amount

Available when using Boolean + Normal Blending. Amount to smooth the intersection geometry

Blend Falloff

Available when using Normal Blending. Falloff of the normal blend

UV Blending

Creates a second UV set that inherits the UVs from the parent and adds vertex color around branch intersections to use to blend the UV sets Watch this tutorial by Simon Verstraete for more information about this workflow Enable UV Blending

Enable UV Blending

Blend Distance

Distance along branch to stretch vertex color

Blend Falloff

Amount to blur vertex color

End Caps

End Cap Type

Type of end cap geometry

Cap Divisions

Amount of divisions around end cap

Triangular Poles

If enabled, connects all points at end cap pole

End Cap Scale

Amount of end cap bulge: 0 = flat, 1 = half sphere

End Cap Roundness

Amount of round or linear falloff to end cap bulge

Reduce Cap Resolution Per Branch Level

Reduces amount of end cap divisions per branch level in the tree hierarchy

Resolution

Resolution

Density of horizontal cross sections on geometry

Refinement Amount

Threshold to reduce amount of resolution on straight geometry

Divisions

Density of vertical cross sections on geometry

Reduce Divisions Per Branch Level

Reduces amount of divisions per branch level in the tree hierarchy

Material

Albedo

Base Color

Albedo of material

Use Texture

Enable base color map

Texture

Base color map

Roughness

IOR

Index of Refraction

Roughness

Amount of light reflected by material

Horizon Smoothing

Fade the lighting at steep glancing angles in order to reduce light bleeding (Not reflected in Mantra)

Invert Roughness

Inverts the roughness so it behaves like Gloss (Not reflected in Mantra Shader)

Use Texture

Enable roughness map

Texture

Roughness map

Channel

Map channel for roughness

Metallic

Metallic

Amount of metalness

Use Texture

Enable metallic map

Texture

Metallic map

Channel

Map channel for metallic

Normal

Enable

Enable normal map

Texture Path

Normal map

Effect Scale

Normal map intensity

Flip X

Flip normal map in X axis

Flip Y

Flip normal map in Y axis

Use Model’s Tangent

Use the Model’s TangentU Attribute

Occlusion

Occlusion

Controls the intensity of the AO map

Use Texture

Enable AO map

Texture

AO map

Channel

Map channel for AO

Displacement

Enable Displacement

Enable displacement

Displacement Texture

Displacement map

Displacement Intensity

Displacement amplitude

Subdivision Amount

Amount to subdivide geometry before displacement

Reduce Resolution

Enable poly reduction after displacement

Polygon Count

Polygon target for poly reduction

Tolerance

Poly reduction tolerance to further reduce poly count

LOD

Offset

Reduces resolution and scale of branches and increases size of leaves based on branch level in tree hierarchy

Start at Level

Branch level at which to start reduction. Any levels below this number will not be affected by LOD offset slider

Visualization

Color

Enable color Visualization on branches. Color is different per branch level in tree hierarchy

Curves only

Only output curves from nodes instead of curves and geometry (for faster editing)

Geometry nodes