AO Studio Tools

ZenGrove

Grow a plant, one node at a time.

Overview

Grow a plant, one node at a time.

Explore all 44 nodes with illustrated Maya views and plain-English explanations of every setting. Build trunks and branches, place foliage, shape growth, add wind and prepare your output.

View product and license details →

Vertex Color

Writes masks into red, green, blue and alpha vertex-color channels for shader wind, variation and other effects.

Reference updated for ZenGrove 1.0.0-alpha.10.

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Branches

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Branches

Affect

Vertex Color node with its affect settings in ZenGrove
ZenGrove in Maya · 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 in Maya · Channel R · Open image for full size
Mask Source

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 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 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 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 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 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 in Maya · Channel G · Open image for full size
Mask Source

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 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 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 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 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 Collision Flexibility.

Default: On

Channel B

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Collision Flexibility

Default: Off

Channel A

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · Collision Flexibility

Default: Off

Export

Vertex Color node with its export settings in ZenGrove
ZenGrove in Maya · 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 = Constant.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 Collision Flexibility.

Default: On

Channel G

Shown example: Mask Source = Constant.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 Collision Flexibility.

Default: On

Channel G

Shown example: Mask Source = Tree Distance.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 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 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 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 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 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 = Constant.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 Collision Flexibility.

Default: On

Channel B

Shown example: Mask Source = Tree Distance.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 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 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 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 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 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 = Constant.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 Collision Flexibility.

Default: On

Channel A

Shown example: Mask Source = Tree Distance.

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

Chooses the mask for this channel. Off preserves incoming values. Constant fills one value. Tree Distance changes along the tree from its base. Branch Distance runs along each branch. Branch Level uses the growth layer. Radius uses thickness. Foliage Flutter supplies a leaf-motion mask. Collision Flexibility supplies a flexible-response mask.

Options: Off · Constant · Tree Distance · Branch Distance · Branch Level · Radius · Foliage Flutter · 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 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 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 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 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 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

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FAQ
What is ZenGrove used for?

Explore all 44 nodes with illustrated Maya views and plain-English explanations of every setting. Build trunks and branches, place foliage, shape growth, add wind and prepare your output.

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.