AO Studio Tools

ZenGrove

Built to move. Down to the last leaf.

Overview

Built to move. Down to the last leaf.

The ZenGrove 1.0.0 reference: 52 nodes, 907 settings and short WebM demos. Explore Look At asset orientation, GameDynamics, joint previews, skeletal export and per-leaf random vertex colors. Requires AO.Hub 1.6.6 or later.

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Game Output

Builds explicitly connected wood and foliage for game export, with optional LODs, texture atlases and packed maps. Connect Branches and Growth when the asset needs both components.

Reference: ZenGrove 1.0.0 · 22 October 2026 · 30 settings. Requires AO.Hub 1.6.6 or later.

Connect into this node

Assets · Branches (multiple connections) · Growth (multiple connections) · Atlas (multiple connections)

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Result

Connect what should be visible

Branches builds wood. Growth builds leaves and scattered assets. Connect both for a complete tree. A foliage-only connection keeps its branch carrier internally for placement and animation, but no longer emits wood implicitly. Add an explicit Branches wire when upgrading an older graph that relied on that behavior.

Game delivery

Connect Texture Atlas when foliage needs shared sheets, and LOD for lighter variants. Review mesh, texture channel, vertex-color and material settings before Export Game. Preview limits are for interactive builds; verify the exported result and its textures in the target application.

Static copies

Open Settings → Generate Static Mesh to create independent full-resolution snapshots. Name, Count, Start Seed, Seed Step and Frame define the batch. Count 5 from seed 42 with step 1 creates seeds 42–46. Wood and leaves are separate meshes; missing components are omitted. UVs, colors, normals and materials are retained, without welding the parts or packaging external textures.

Instances and overlap

Fast Instances shares direct-mesh instances in groups of 128; hierarchies use ordinary instances. Editing source geometry updates its group, while component edits on generated leaves can affect the group. The combined static leaf/asset overlap pass runs before preview limits. Skip can lower the count; active Dynamics cannot be combined with avoidance.

Build assets directly

The optional Assets input accepts Asset Generator, Asset Array, Asset Assemble or a captured Asset Collection without a growth chain. Choose Selected Variant or All Variants and set the variant number or X spacing. Direct Assets also controls the final build/export, alongside any connected Growth and Branches.

Export GameDynamics wind

With one active GameDynamics node on this Output, enable Export Rig for a skinned skeleton and Export Animation for a wind clip. Choose Rigid Joint or Blend Joints for foliage. The GameDynamics node controls bone limits, clip timing and skeleton LOD simplification. Vertex Color can store a stable per-leaf phase for your engine shader.

Watch the Game Output settings tour

Current Maya controls, including conditional settings. Each view stays on screen for one second (three views take three seconds); pause or choose a group to inspect it.

The video loads when you play it. Readable still views and explanations follow below.

Setup

Game Output node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Asset Name

Gives this tree, collection or output a recognizable name.

Default: ZenGrove_Game

Target

Chooses Generic, Unreal or Unity as the destination profile.

Options: Generic · Unreal · Unity

Default: Generic

Preview & Safety

Game Output node with its preview & safety settings in ZenGrove
ZenGrove settings excerpt · Preview & Safety · Open image for full size
Asset Part Limit

Maximum terminal asset occurrences after expanding nested arrays and assemblies, including downstream copies. Checked before allocating Maya geometry; default 1,000,000. Reduce variants, counts or placements if the limit is exceeded.

Default: 1000000

Preview Quality

Chooses preview detail. Lower quality helps quicker adjustments; High uses more detail.

Options: Low · Medium · High

Default: Medium

Preview Distribution

Distributed spreads the preview across the crown. Random samples randomly. Full requests all placements, subject to preview limits.

Options: Distributed · Random · Full

Default: Distributed

Preview Instance Limit

Limits placed objects shown in a preview.

Default: 300

Preview Triangle Budget

Limits asset triangles in the preview. Heavy source meshes fit fewer placements within the budget.

Default: 250000

Fast Instances

Speeds up large mesh collections with groups of 128 connected instances. Edit the source mesh to update all groups. Has no effect on converted duplicates.

Default: On

Asset Preview

Game Output node with its asset preview settings in ZenGrove
ZenGrove settings excerpt · Asset Preview · Open image for full size
Direct Assets

Controls the collection connected directly to the Assets input: Selected Variant outputs one source; All Variants lays out every source along positive X. These settings affect the build/export as well as its preview and do not change foliage arriving through Growth.

Options: Selected Variant · All Variants

Default: Selected Variant

Asset Variant

One-based source or assembly variant to output from the directly connected Assets collection. The number must exist. An entire nested assembly counts as one selectable source.

Available when Direct Assets is Selected Variant.

Default: 1

Geometry

Game Output node with its geometry settings in ZenGrove
ZenGrove settings excerpt · Geometry · Open image for full size
Radial Segments

Sets fallback exported tube sides. Resolution overrides take priority.

Default: 6

Length Spans

Sets fallback exported length spans. Zero keeps generated detail; Resolution overrides take priority.

Default: 0

End Caps

Closes free branch tips and the bases of parentless branches.

Default: On

Uv & Textures

Game Output node with its uv & textures settings in ZenGrove
ZenGrove settings excerpt · Uv & Textures · Open image for full size
UV Scale

Scales output UVs, changing texture size on the geometry.

Default: 1

Pack Channels

Combines grayscale maps into the RGBA channels of one texture.

Default: On

Packed Map Suffix

Names the packed texture suffix, such as ORM.

Available when Pack Channels is On.

Default: ORM

Pack R

Chooses the map written into the packed texture's red channel.

Available when Pack Channels is On.

Options: ambient_occlusion · roughness · metallic · opacity · none

Default: ambient_occlusion

Pack G

Chooses the map written into its green channel.

Available when Pack Channels is On.

Options: ambient_occlusion · roughness · metallic · opacity · none

Default: roughness

Pack B

Chooses the map written into its blue channel.

Available when Pack Channels is On.

Options: ambient_occlusion · roughness · metallic · opacity · none

Default: metallic

Pack A

Chooses the map written into its alpha channel.

Available when Pack Channels is On.

Options: ambient_occlusion · roughness · metallic · opacity · none

Default: opacity

Materials

Game Output node with its materials settings in ZenGrove
ZenGrove settings excerpt · Materials · Open image for full size
Consolidate Materials

Combines compatible material assignments for a simpler export.

Default: On

Export

Game Output node with its export settings in ZenGrove
ZenGrove settings excerpt · Export · Open image for full size
Convert Instances

Converts placed instances to separate geometry for export.

Default: Off

Export FBX

Writes geometry as an FBX file during game export.

Default: On

Copy Material Textures

Copies bark and cap source textures. Connected atlas textures are always written.

Default: On

Export Metadata

Writes an accompanying file describing the exported asset.

Default: On

Advanced

Game Output node with its advanced settings in ZenGrove
ZenGrove settings excerpt · Advanced · Open image for full size
Preview Geometry Vertex Limit

Stops a preview if estimated branch geometry exceeds this vertex count.

Default: 250000

High Geometry Vertex Limit

Limits estimated branch-geometry vertices in a High build.

Default: 1000000

Foliage FX Vertex Limit

Limits foliage vertices created for leaf droop or transferred normals in High builds.

Default: 1000000

Legacy Atlas Fallback

Preserves atlas fallback behavior for older graphs. A connected Atlas is always built and remapped.

Default: On

Asset Preview

Shown example: Direct Assets = All Variants.

Game Output node with its asset preview settings in ZenGrove
ZenGrove settings excerpt · Asset Preview · Open image for full size
Direct Assets

Controls the collection connected directly to the Assets input: Selected Variant outputs one source; All Variants lays out every source along positive X. These settings affect the build/export as well as its preview and do not change foliage arriving through Growth.

Options: Selected Variant · All Variants

Default: Selected Variant

Variant Spacing

Distance along X between directly connected sources when All Variants is selected. Zero overlays their origins. This also sets their layout in the resulting build or export.

Available when Direct Assets is All Variants.

Default: 5

Browse all ZenGrove nodes →
FAQ
What is ZenGrove used for?

The ZenGrove 1.0.0 reference: 52 nodes, 907 settings and short WebM demos. Explore Look At asset orientation, GameDynamics, joint previews, skeletal export and per-leaf random vertex colors. Requires AO.Hub 1.6.6 or later.

Which host application does ZenGrove support?

ZenGrove is built for Autodesk Maya and is distributed through AO Studio Tools.

Where can I download ZenGrove?

Download the current AO Studio Tools package from https://aostudio.tools/getthetools.html and install it through AO.Hub.