BRANCH GENERATION

Procedural Modeling

HOW TO

Something that came from messing about with the find shortest path node one day.  Could maybe be useful someday. 
There are lots more sophistcated ways of generating trees and vegetation, this is just a really quick and dirty setup but i bet you could get away with it in some situations. 

In short I create a grid, triangulate it and displace it. Usin the find shortest path node I create a branch looking spline. Using the UV of the spline I drive the thickness of the branch, the likliness of smaller branches spawning and the scale of the smaller branches. In a for each loop i variate the smaller branches for a more unique look. After that I just remesh the whole thing with VDBs.

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