ZenGrove
Built to move. Down to the last leaf.
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.
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.
Assets · Branches (multiple connections) · Growth (multiple connections) · Atlas (multiple connections)
Result
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.
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.
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.
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.
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.
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.
Setup

- Asset Name
Gives this tree, collection or output a recognizable name.
- Target
Chooses Generic, Unreal or Unity as the destination profile.
Preview & Safety

- 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.
- Preview Quality
Chooses preview detail. Lower quality helps quicker adjustments; High uses more detail.
- Preview Distribution
Distributed spreads the preview across the crown. Random samples randomly. Full requests all placements, subject to preview limits.
- Preview Instance Limit
Limits placed objects shown in a preview.
- Preview Triangle Budget
Limits asset triangles in the preview. Heavy source meshes fit fewer placements within the budget.
- 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.
Asset Preview

- 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.
- 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.
Geometry

- Radial Segments
Sets fallback exported tube sides. Resolution overrides take priority.
- Length Spans
Sets fallback exported length spans. Zero keeps generated detail; Resolution overrides take priority.
- End Caps
Closes free branch tips and the bases of parentless branches.
Uv & Textures

- UV Scale
Scales output UVs, changing texture size on the geometry.
- Pack Channels
Combines grayscale maps into the RGBA channels of one texture.
- Packed Map Suffix
Names the packed texture suffix, such as ORM.
Available when Pack Channels is On.
- Pack R
Chooses the map written into the packed texture's red channel.
Available when Pack Channels is On.
- Pack G
Chooses the map written into its green channel.
Available when Pack Channels is On.
- Pack B
Chooses the map written into its blue channel.
Available when Pack Channels is On.
- Pack A
Chooses the map written into its alpha channel.
Available when Pack Channels is On.
Materials

- Consolidate Materials
Combines compatible material assignments for a simpler export.
Export

- Convert Instances
Converts placed instances to separate geometry for export.
- Export FBX
Writes geometry as an FBX file during game export.
- Copy Material Textures
Copies bark and cap source textures. Connected atlas textures are always written.
- Export Metadata
Writes an accompanying file describing the exported asset.
Advanced

- Preview Geometry Vertex Limit
Stops a preview if estimated branch geometry exceeds this vertex count.
- High Geometry Vertex Limit
Limits estimated branch-geometry vertices in a High build.
- Foliage FX Vertex Limit
Limits foliage vertices created for leaf droop or transferred normals in High builds.
- Legacy Atlas Fallback
Preserves atlas fallback behavior for older graphs. A connected Atlas is always built and remapped.
Asset Preview
Shown example: Direct Assets = All Variants.

- 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.
- 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.
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.