Version: 2019.3
Branch Group Properties
Sky

Leaf Group Properties

Leaf groups generate leaf geometry. Either from primitives or from user created meshes.

Distribution

Adjusts the count and placement of leaves in the group. Use the curves to fine tune position, rotation and scale. The curves are relative to the parent branch.

Group SeedA tree property that varies the procedural generation of branch and leaf groups. More info
See in Glossary
The seed for this group of leaves. Modify to vary procedural generation.
Frequency Adjusts the number of leaves created for each parent branch.
Distribution Select the way the leaves are distributed along their parent.
Twirl Twirl around the parent branch.
Whorled Step Defines how many nodes are in each whorled step when using Whorled distribution. For real plants this is normally a Fibonacci number.
Growth ScaleA tree property that sets the scale of branch and leaf group nodes along the parent node. More info
See in Glossary
Defines the scale of nodes along the parent node. Use the curve to adjust and the slider to fade the effect in and out.
Growth AngleA tree property that sets the initial angle of branch or leaf group growth relative to the parent. More info
See in Glossary
Defines the initial angle of growth relative to the parent. Use the curve to adjust and the slider to fade the effect in and out.

Geometry

Select what type of geometry is generated for this leaf group and which materials are applied. If you use a custom mesh, its materials will be used.

Geometry Mode The type of geometry created. You can use a custom mesh, by selecting the Mesh option, ideal for flowers, fruits, etc.
MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
See in Glossary
Material used for the leaves.
MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
Mesh used for the leaves.

Shape

Adjusts the shape and growth of the leaves.

Size Adjusts the size of the leaves, use the range to adjust the minimum and the maximum size.
Perpendicular Align Adjusts whether the leaves are aligned perpendicular to the parent branch.
Horizontal Align Adjusts whether the leaves are aligned horizontally.

Animation

Adjusts the parameters used for animating this group of leaves. Wind zonesA GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info
See in Glossary
are only active in Play Mode. If you select too high values for Main Wind and Main Turbulence the leaves may float away from the branches.

Main Wind Primary wind effect. Usually this should be kept as a low value to avoid leaves floating away from the parent branch.
Main Turbulence Secondary turbulence effect. For leaves this should usually be kept as a low value.
Edge Turbulence Defines how much wind turbulence occurs along the edges of the leaves.
Branch Group Properties
Sky