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.

View product and license details →

Vertex Color

Author independent RGBA masks for wind and shading. Combine structural gradients, foliage flutter and stable per-leaf random values, then carry the colors into your game-engine material.

Reference: ZenGrove 1.0.0 · 22 October 2026 · 38 settings. Requires AO.Hub 1.6.6 or later.

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Branches

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Branches

Three channels. Independent control.

R for Tree Distance, G for Foliage Flutter and B for Random Value (per Leaf). Three current UI views in three seconds. Match these channels to the material in your engine.

Give every leaf its own phase

In the channel your shader expects, choose Random Value (per Leaf). Every vertex of one logical leaf receives the same deterministic value; different leaves receive different values. For an unremapped 0–1 phase, keep Min 0, Max 1, Falloff 1, Invert off and Clamp on. The raw value is at least 0 and less than 1.

Keep variation stable

Random Seed changes only that channel’s values, not leaf placement. The same seed produces the same values in different channels. Values use stable leaf identity, so timeline scrubbing, evaluation order and saving the graph do not reroll them. Changing the leaf identities or the seed can change the result.

Use the offset in a game shader

A practical layout is R = Tree Distance, G = Foliage Flutter and B = Random Value (per Leaf), leaving A off unless your shader needs it. Read B as the leaf’s motion phase and G as its flutter mask. Match the channel convention in your engine material and import vertex colors. These values are data; the engine shader supplies the movement.

Keep the wood still in this channel

Random Value (per Leaf) writes zero on wood and roots, including after remapping and inversion. It is a leaf-level value, not a random number per vertex. Other active channels keep their own configuration and Off channels preserve incoming values.

Watch the Vertex Color 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.

Affect

Vertex Color node with its affect settings in ZenGrove
ZenGrove settings excerpt · Affect · Open image for full size
Affect

Chooses which branches are affected. Active Branches uses the latest generated layer. Active + Descendants also includes growth from that layer. Active Generated Hierarchy additionally includes ancestors created by that same generated contribution. Entire Input uses everything arriving here. Attached children follow a moved parent even when they are not reshaped themselves.

Options: Entire Input · Active Branches · Active + Descendants · Active Generated Hierarchy

Default: Entire Input

Channel R

Vertex Color node with its channel r settings in ZenGrove
ZenGrove settings excerpt · Channel R · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Tree Distance

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Include Roots

Includes roots in structural masks. When off, roots are set to zero after the other adjustments.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Collision Flexibility.

Default: Off

Channel G

Vertex Color node with its channel g settings in ZenGrove
ZenGrove settings excerpt · Channel G · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Foliage Flutter

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel B

Vertex Color node with its channel b settings in ZenGrove
ZenGrove settings excerpt · Channel B · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Channel A

Vertex Color node with its channel a settings in ZenGrove
ZenGrove settings excerpt · Channel A · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Export

Vertex Color node with its export settings in ZenGrove
ZenGrove settings excerpt · Export · Open image for full size
Color Set

Names the Maya vertex-color set. colorSet1 is the default for the usual FBX workflow.

Default: colorSet1

Channel R

Shown example: Mask Source = Random Value (per Leaf).

Vertex Color node with its channel r settings in ZenGrove
ZenGrove settings excerpt · Channel R · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Tree Distance

Random Seed

Stable 0..1 value shared by every vertex of one placed leaf. Changes only this channel's random values, never leaf placement. The same seed produces the same values in different channels.

Available when Mask Source is Random Value (per Leaf).

Default: 0

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel R

Shown example: Mask Source = Constant.

Vertex Color node with its channel r settings in ZenGrove
ZenGrove settings excerpt · Channel R · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Tree Distance

Value

Fills this channel with one value when Mask Source is Constant.

Available when Mask Source is Constant.

Default: 0

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel G

Shown example: Mask Source = Random Value (per Leaf).

Vertex Color node with its channel g settings in ZenGrove
ZenGrove settings excerpt · Channel G · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Foliage Flutter

Random Seed

Stable 0..1 value shared by every vertex of one placed leaf. Changes only this channel's random values, never leaf placement. The same seed produces the same values in different channels.

Available when Mask Source is Random Value (per Leaf).

Default: 0

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel G

Shown example: Mask Source = Constant.

Vertex Color node with its channel g settings in ZenGrove
ZenGrove settings excerpt · Channel G · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Foliage Flutter

Value

Fills this channel with one value when Mask Source is Constant.

Available when Mask Source is Constant.

Default: 0

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel G

Shown example: Mask Source = Tree Distance.

Vertex Color node with its channel g settings in ZenGrove
ZenGrove settings excerpt · Channel G · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Foliage Flutter

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Include Roots

Includes roots in structural masks. When off, roots are set to zero after the other adjustments.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Collision Flexibility.

Default: Off

Channel B

Shown example: Mask Source = Random Value (per Leaf).

Vertex Color node with its channel b settings in ZenGrove
ZenGrove settings excerpt · Channel B · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Random Seed

Stable 0..1 value shared by every vertex of one placed leaf. Changes only this channel's random values, never leaf placement. The same seed produces the same values in different channels.

Available when Mask Source is Random Value (per Leaf).

Default: 0

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel B

Shown example: Mask Source = Constant.

Vertex Color node with its channel b settings in ZenGrove
ZenGrove settings excerpt · Channel B · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Value

Fills this channel with one value when Mask Source is Constant.

Available when Mask Source is Constant.

Default: 0

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel B

Shown example: Mask Source = Tree Distance.

Vertex Color node with its channel b settings in ZenGrove
ZenGrove settings excerpt · Channel B · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Include Roots

Includes roots in structural masks. When off, roots are set to zero after the other adjustments.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Collision Flexibility.

Default: Off

Channel A

Shown example: Mask Source = Random Value (per Leaf).

Vertex Color node with its channel a settings in ZenGrove
ZenGrove settings excerpt · Channel A · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Random Seed

Stable 0..1 value shared by every vertex of one placed leaf. Changes only this channel's random values, never leaf placement. The same seed produces the same values in different channels.

Available when Mask Source is Random Value (per Leaf).

Default: 0

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel A

Shown example: Mask Source = Constant.

Vertex Color node with its channel a settings in ZenGrove
ZenGrove settings excerpt · Channel A · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Value

Fills this channel with one value when Mask Source is Constant.

Available when Mask Source is Constant.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Channel A

Shown example: Mask Source = Tree Distance.

Vertex Color node with its channel a settings in ZenGrove
ZenGrove settings excerpt · Channel A · Open image for full size
Mask Source

Choose what this channel stores. Off preserves its incoming values. Random Value (per Leaf) gives each logical leaf one stable value across all its vertices, suitable for an engine-shader phase offset. Foliage Flutter gives a base-to-tip mask. An active source replaces only its own channel.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Random Value (per Leaf) · Collision Flexibility

Default: Off

Invert

Flips the mask after Falloff, exchanging dark and light.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: Off

Falloff

Changes how the mask rises from dark to light. One keeps an even response; larger values keep it darker for longer.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Min

Sets the output value at the dark end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 0

Max

Sets the output value at the light end of the mask.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: 1

Clamp

Keeps final values between zero and one.

Available when Mask Source is Constant or Tree Distance or Branch Distance or Branch Level or Radius or Foliage Flutter or Random Value (per Leaf) or Collision Flexibility.

Default: On

Include Roots

Includes roots in structural masks. When off, roots are set to zero after the other adjustments.

Available when Mask Source is Tree Distance or Branch Distance or Branch Level or Radius or Collision Flexibility.

Default: Off

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.