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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Tree Materials

Sets bark, cut-end and foliage materials, plus transparency and normal-map choices for delivery.

Reference: ZenGrove 1.0.0 · 22 October 2026 · 10 settings. Requires AO.Hub 1.6.6 or later.

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Materials

Watch the Tree Materials 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

Tree Materials node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Material Set Name

Gives this tree, collection or output a recognizable name.

Default: Tree Materials

Materials

Tree Materials node with its materials settings in ZenGrove
ZenGrove settings excerpt · Materials · Open image for full size
Bark Material

Assigns bark material. Capture Selected uses your material; Create StandardSurface makes one; Clear removes the assignment.

Default: Nothing assigned

Caps Use Bark

Uses bark material on end caps. Turn it off for a separate cut-end material.

Default: On

Foliage Mode

Source Materials keeps asset materials. Material Override uses one chosen material. Atlas uses the atlas workflow.

Options: Source Materials · Material Override · Atlas

Default: Source Materials

Double Sided Foliage

Marks foliage as visible from both sides for material/export setup. Match this in the destination shader.

Default: On

Alpha Mode

Opaque is solid. Masked cuts away pixels below a threshold. Blend uses gradual transparency.

Options: Opaque · Masked · Blend

Default: Masked

Alpha Cutoff

Sets the opacity threshold for Masked mode. Higher values remove more partly transparent edges.

Available when Alpha Mode is Masked.

Default: 0.5

Normal Convention

Chooses OpenGL or DirectX normal-map convention. Match the destination shader.

Options: OpenGL · DirectX

Default: OpenGL

Materials (1)

Shown example: Caps Use Bark = Off.

Tree Materials node with its materials (1) settings in ZenGrove
ZenGrove settings excerpt · Materials (1) · Open image for full size
Bark Material

Assigns bark material. Capture Selected uses your material; Create StandardSurface makes one; Clear removes the assignment.

Default: Nothing assigned

Caps Use Bark

Uses bark material on end caps. Turn it off for a separate cut-end material.

Default: On

Cap Material

Assigns a separate end-cap material, such as exposed wood.

Available when Caps Use Bark is Off.

Default: Nothing assigned

Foliage Mode

Source Materials keeps asset materials. Material Override uses one chosen material. Atlas uses the atlas workflow.

Options: Source Materials · Material Override · Atlas

Default: Source Materials

Double Sided Foliage

Marks foliage as visible from both sides for material/export setup. Match this in the destination shader.

Default: On

Alpha Mode

Opaque is solid. Masked cuts away pixels below a threshold. Blend uses gradual transparency.

Options: Opaque · Masked · Blend

Default: Masked

Alpha Cutoff

Sets the opacity threshold for Masked mode. Higher values remove more partly transparent edges.

Available when Alpha Mode is Masked.

Default: 0.5

Materials (2)

Shown example: Caps Use Bark = Off.

Tree Materials node with its materials (2) settings in ZenGrove
ZenGrove settings excerpt · Materials (2) · Open image for full size
Normal Convention

Chooses OpenGL or DirectX normal-map convention. Match the destination shader.

Options: OpenGL · DirectX

Default: OpenGL

Materials (1)

Shown example: Foliage Mode = Material Override.

Tree Materials node with its materials (1) settings in ZenGrove
ZenGrove settings excerpt · Materials (1) · Open image for full size
Bark Material

Assigns bark material. Capture Selected uses your material; Create StandardSurface makes one; Clear removes the assignment.

Default: Nothing assigned

Caps Use Bark

Uses bark material on end caps. Turn it off for a separate cut-end material.

Default: On

Foliage Mode

Source Materials keeps asset materials. Material Override uses one chosen material. Atlas uses the atlas workflow.

Options: Source Materials · Material Override · Atlas

Default: Source Materials

Foliage Override

Chooses the foliage material in Material Override mode.

Available when Foliage Mode is Material Override.

Default: Nothing assigned

Double Sided Foliage

Marks foliage as visible from both sides for material/export setup. Match this in the destination shader.

Default: On

Alpha Mode

Opaque is solid. Masked cuts away pixels below a threshold. Blend uses gradual transparency.

Options: Opaque · Masked · Blend

Default: Masked

Alpha Cutoff

Sets the opacity threshold for Masked mode. Higher values remove more partly transparent edges.

Available when Alpha Mode is Masked.

Default: 0.5

Materials (2)

Shown example: Foliage Mode = Material Override.

Tree Materials node with its materials (2) settings in ZenGrove
ZenGrove settings excerpt · Materials (2) · Open image for full size
Normal Convention

Chooses OpenGL or DirectX normal-map convention. Match the destination shader.

Options: OpenGL · DirectX

Default: OpenGL

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.