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Technical Art | Medusoak-Geometry nodes

I’m currently working on a tree generator for broadleaf types. I found a way to enhance the intersection between branches and the trunk. But some manual adjustments are still necessary to achieve this result.

I’ve been looking into the Pivot Paint as well. For now I can easily store a wind mask as a secondary UV map to utilize with Unreal Engine’s Simple Wind. The Pivot paint method seems much better though. There’s an existing Blender add-on for it, the process requires substantial manual adjustments (especially for trees generated in this manner). I wonder if it’s possible to store similar data within geometry nodes, still trying to understand how it works

So far, this is what I’ve achieved using the Pivot Paint addon in Blender. I can’t find an easy way to organize the complex hierarchy of each section (leaves, twigs, and branches). As a result, the entire branch is moving as whole :/