AO Studio Tools

ZenGrove

Built to move. Down to the last leaf.

Overview

Built to move. Down to the last leaf.

The RC.4 reference: 51 nodes, 892 settings and short WebM demos. Explore GameDynamics, joint previews, skeletal export and per-leaf random vertex colors. Requires AO.Hub 1.6.6 or later.

View product and license details →

Mask

Selects where downstream nodes act without removing the supporting branches. Use a sphere, closed mesh, painted weights or a vertex-color channel, then continue through Mask or Invert Mask.

Reference: ZenGrove 1.0.0-rc.4 · 22 October 2026 · 11 settings. Requires AO.Hub 1.6.6 or later.

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Branches

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Mask · Invert Mask

Select a region, then keep building

Connect Branches → Mask → a modifier’s ordinary Branches input. Both Mask and Invert Mask carry the complete structure plus an active selection; black protects geometry rather than cutting it out. The selection affects following operations until Structural Combine releases it. A second Mask subdivides the incoming selection.

Sphere or mesh

Volume uses a spherical handle. Mesh Volume requires a closed polygon mesh and tests the branch centerline in world space. Falloff Distance fades inward from the surface; zero keeps a hard boundary. Preview the selection before shaping. Rebuild after editing a source mesh used by a built native animation.

Paint and preview

Paint / Apply / Clear operate on a temporary surface. Weights are stored by branch identity and position along its length, so changing mesh resolution preserves them. A cross section’s values are averaged: this selects the branch, not separate sides of its bark. Changing generators or seeds can change branch identities. Selection changes and saving also apply ongoing painting.

A protected tip can still move

After a locally masked bend, the remaining branch follows the changed direction while retaining its rest shape and length. Black adds no further deformation; it does not pin every downstream point to its original world position. The temporary preview is excluded from final geometry and has a vertex budget.

Watch the Mask 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

Mask node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Source

Volume selects with a spherical Maya handle; Mesh Volume uses a closed polygon mesh; Paint stores painted branch weights; Vertex Color reads an upstream R, G, B or A channel.

Options: Volume · Mesh Volume · Paint · Vertex Color

Default: Volume

Volume Handle

Assigns the Maya object that positions the spherical mask. Move or scale its handle to adjust the affected area; without an assigned handle the sphere is centered at the world origin.

Available when Source is Volume.

Default: Nothing assigned

Radius

Sets the sphere radius in scene units. Inside the full-weight core the mask is white, and outside the sphere it is black.

Available when Source is Volume.

Default: 5

Full Weight Radius

Fraction of Radius with weight 1. The remaining band fades to 0.

Available when Source is Volume.

Default: 0.5

Falloff

Linear gives a straight weight ramp; Smooth eases the ramp; Hard gives a sharp boundary. Mesh Volume fading runs inward from its surface.

Available when Source is Volume or Mesh Volume.

Options: Linear · Smooth · Hard

Default: Smooth

Preview

Mask node with its preview settings in ZenGrove
ZenGrove settings excerpt · Preview · Open image for full size
Preview on Selection

Shows a temporary weight preview when this node is selected. It is separate from output materials and is removed on deselection, build, save or close.

Default: On

Preview Output

Chooses whether the temporary preview displays the normal or inverted mask. This display setting does not change either output connection.

Options: Mask · Invert Mask

Default: Mask

Setup

Shown example: Source = Mesh Volume.

Mask node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Source

Volume selects with a spherical Maya handle; Mesh Volume uses a closed polygon mesh; Paint stores painted branch weights; Vertex Color reads an upstream R, G, B or A channel.

Options: Volume · Mesh Volume · Paint · Vertex Color

Default: Volume

Mesh Volume

Closed polygon mesh. Selects branch centerlines inside it; outside is black. Falloff Distance fades inward from the surface. Uses world-space geometry including transforms.

Available when Source is Mesh Volume.

Default: Nothing assigned

Falloff

Linear gives a straight weight ramp; Smooth eases the ramp; Hard gives a sharp boundary. Mesh Volume fading runs inward from its surface.

Available when Source is Volume or Mesh Volume.

Options: Linear · Smooth · Hard

Default: Smooth

Falloff Distance

World-space distance from the mesh surface inward, in scene units. Weight fades from 0 at the surface to 1 at this distance. Zero keeps a hard boundary.

Available when Source is Mesh Volume and Falloff is Linear or Smooth.

Default: 0

Setup

Shown example: Source = Vertex Color.

Mask node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Source

Volume selects with a spherical Maya handle; Mesh Volume uses a closed polygon mesh; Paint stores painted branch weights; Vertex Color reads an upstream R, G, B or A channel.

Options: Volume · Mesh Volume · Paint · Vertex Color

Default: Volume

Channel

Reads this channel from upstream procedural Vertex Color data. Connect Vertex Color before Mask; a missing channel contributes zero weight.

Available when Source is Vertex Color.

Options: R · G · B · A

Default: R

Setup

Shown example: Source = Paint.

Mask node with its setup settings in ZenGrove
ZenGrove settings excerpt · Setup · Open image for full size
Source

Volume selects with a spherical Maya handle; Mesh Volume uses a closed polygon mesh; Paint stores painted branch weights; Vertex Color reads an upstream R, G, B or A channel.

Options: Volume · Mesh Volume · Paint · Vertex Color

Default: Volume

Paint

Paint opens Maya’s vertex-color brush on a temporary surface. Paint white to select, black to protect and gray for partial influence. Apply stores the weights; Clear removes the painted values.

Available when Source is Paint.

Default: Nothing assigned

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

The RC.4 reference: 51 nodes, 892 settings and short WebM demos. Explore 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.