To finish off the tree, assign your Materials to all the Branch and Leaf Group nodes in the Tree. Assign the relevant Material you created and view the results. You will see a Material assignment slot for the type of node you’ve selected. Select your Tree and click any Branch or Leaf node, then expand the Geometry section of the Branch Group Properties. When both Materials are created, we’ll assign them to the different Group Nodes of the Tree. Assign the texture slots with the leaf textures from the Tree Creator Package. Create a new Material and assign the shader as Nature > Tree Creator Leaves. Now we’ll follow the same steps for creating a Leaf Material. We recommend using the texture “BigTree_bark_diffuse” for the Base and Gloss properties, and “BigTree_bark_normal” for the Normalmap property. More info See in Glossary provided in the Tree Creator Package to the Base, Normalmap, and Gloss properties of the Bark Material. Textures are often applied to the surface of a mesh to give it visual detail. From here you can assign the Textures An image used when rendering a GameObject, Sprite, or UI element. Rename it to “My Tree Bark”, and choose Nature > Tree Creator Bark from the Shader drop-down. Create a new Material in your project using Assets > Create > Material. More info See in Glossary for the branches and the leaves. In order to make our tree realistic looking, we need to apply Materials An asset that defines how a surface should be rendered. Tweak the Leaf values until you find some settings you like. This is because we want to adjust the leaves’ values (size, position, rotation, etc.) before we add a material to them. Right now the leaves are rendered as opaque planes. Leaves added to the secondary and smallest branches
If you’re really hardcore, you can add another leaf group to the tiniest branches on the tree as well. Select your secondary Branch Group node and then click the Add Leaf Group button. We decorate our tree with leaves by adding Leaf Groups, which basically work the same as the Branch groups we’ve already used. Our game doesn’t take place in the winter time, so we should also add some Leaves to the different branches, right? Adding Leaves Now the tree’s branch structure is in place. Adding branches to the secondary branches. Tweak the values of this group to create more branches that are attached to the secondary branches. Select the secondary Branch Group and click the Add Branch Group button again. Adding branches to the tree trunk.Īfter creating the branches that are attached to the trunk, we can now add smaller twigs to the newly created branches by attaching another Branch Group node. Now you can play with the settings in the Branch Group Properties to see alterations of the branches attached to the tree trunk. Click on the Add Branch Group button and you’ll see a new Branch Group appear connected to the Main Branch.
In the Tree Hierarchy, select the Branch Group, which acts as the trunk of the tree. You will see the Tree Hierarchy window with two nodes present: the Tree Root node and a single Branch Group node, which we’ll call the trunk of the tree. This interface provides all the tools for shaping and sculpting your trees. Select the tree to view the Tree window in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Adding Branches A brand new tree in your scene This new tree is very basic with only a single branch, so let’s add some character to it. You’ll see a new Tree asset is created in your Project View, and instantiated in the currently open Scene. More info See in Glossary asset, select GameObject > 3D Object > Tree.
You can add branch levels and leaves to trees in the Tree Inspector window. To create a new Tree A GameObject and associated Component that allows you to add tree assets to your Scene. We’ll now walk you through the creation of your first tree with the Tree creation tool.