z_PLANTS_HELIX_ROOTS
- creates winding intertwined roots from an input guide line .
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z_PLANTS_VINES_W_LEAVES
- creates vines conforming to surface of mesh guided by line .
- iterative growth step collision checks , slow however precise , leaves avoid collision .
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- z_PLANTS_VINES_W_LEAVES.hda in unreal 4 houdini engine , leaves instances input from static mesh
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z_PLANTS_MOSS_HANGING
creates hanging placements of moss mesh , leaves , spirals . automatically placed onto input mesh , wrapped to not intersect .
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z_PLANTS_VINES_GUIDED
generate a vine tube using a wandering path finder guided variably by a curve or direction vector
z_PLANTS_TREE_PATHFIND
generate a tree using shortest path thru curves scattered and connected around collision objects and previous tree roots
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z_PLANTS_FUNGI
- creates a fungus mushroom mesh
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z_PLANTS_LEAF
- creates a hipoly leaf mesh
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z_PLANTS_BARK
- creates bark pieces for tree
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z_PLANTS_BARK_PLACER
layout bark on mesh surface guided by curves , smooth aligned , used with tree
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z_PLANTS_PETAL_FORM
- generates petal from curve backbone and multiple warped elipse curves defining the shape changes over the length of the backbone
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z_PLANTS_SCATTER_LEDGE
places hanging plants instances aligned along edges of input mesh with collision checks
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