AOStudio Tools
Procedural vegetation for Maya

ZenGrove

Shape the growth. Keep every possibility.

Build trees, roots, vines and modular plants inside Maya with 42 procedural nodes. Art-direct branching, guide growth with curves and forces, add your own foliage and prepare LODs, materials and game exports — all from an editable graph.

Early Access · pay once€39.90
Planned full 1.0 release price€79.90

Permanent single-tool license · VAT may apply

Early Access · 1.0.0-alpha.3€39.90 once · Early AccessAutodesk Maya
Green ZenGrove hero artwork with an Alpha ribbon
42 nodes. One editable system.

From a single stem to a system of your own.

Build the structure, shape how it grows and choose how it becomes geometry. Global and local seeds make variations repeatable; the source graph stays editable as the plant takes shape.

01Build the botanical structure. Combine trunks, branches, twigs, roots and two-way Splits. Use Random, Parallel, Alternating, Opposite or Whorled branching, then refine angle profiles, scale and pattern rotation.
02Start from your curves. Capture Maya curves as live growth guides. Use Spline Growth for tube-based forms or Spline Segment Growth to repeat your own mesh assets along a branch.
03Direct growth with forces. Combine Linear, Point, Vortex and Gravity Force. Attract or repel growth, steer it around a target axis and control strength, range and falloff where supported.
04Respond to the scene. Collision guides growth around captured Maya surfaces; Self Collision constrains it against procedural branches. Contact Hull stops selected centerlines at their first forward Hull hit and lets you shape the contact radius.
05Refine the silhouette. Bend, curl, twist, sag, smooth or add noise. Shape radii with Taper and Radius Profile, trim length or prune branches, and choose which part of the hierarchy to affect.
06Make the foliage yours. Capture weighted Maya asset collections for leaves, flowers, thorns or other details. Volume Scatter distributes arbitrary assets through a captured polygon volume or over its surface; Leaf Volume restricts branch-attached foliage to a closed volume.
07Prepare surfaces and detail. Control resolution, arc-length UV mapping and bark, cap and foliage materials. Add semantic vertex colors and plan structural LODs for lower-detail outputs.
08Keep the workflow reusable. Organize the visual graph with frames, comments and reroute knots. Save .aoveg files, preview with geometry budgets and cancellation, then build Maya geometry or export a game asset.
Made with procedural growth

Different plants. The same connected workflow.

Procedural plant with visible roots and leaves beside its ZenGrove graph in Maya View full image ↗

Trees, roots and foliage together

Compose a complete plant from separate growth and foliage layers. Adjust its proportions and seed without rebuilding the graph from scratch. Maya viewport and graph shown.

Green fern-like branching study generated in the Maya viewport View full image ↗

Botanical branching, deliberately shaped

Use branching patterns, angle profiles and scale to explore structured forms such as this fern study. Small parameter changes reshape the silhouette.

Segmented bamboo-like mesh with a split and procedural side branches in Maya View full image ↗

Your meshes become the growth

Spline Segment Growth repeats captured assets along the final branch. Combine modular segments, Split and ordinary branches for bamboo-like or stylized plants. Maya viewport study shown.

ZenGrove editor with grouped growth operations and graph annotations View full image ↗

A graph you can return to

Group related operations with frames and comments, navigate a growing network and preserve the recipe as an .aoveg graph. Reuse the system for the next variation.

Inside the graph

42 nodes. Room to build your own recipe.

Every node below is available in the editor. Combine generators, shaping operations and resources into the growth system your asset needs.

Generators9 nodes
  • Tree Root
  • Trunk
  • Curve Input
  • Spline Growth
  • Spline Segment Growth
  • Branch
  • Twigs
  • Roots
  • Split
Modifiers17 nodes
  • Bend
  • Curl
  • Foliage Normals
  • Length Randomize
  • LOD
  • Noise
  • Prune
  • Radius Profile
  • Resolution
  • Sag
  • Smooth
  • Taper
  • Trim
  • Contact Hull
  • Twist
  • UV Mapping
  • Vertex Color
Forces4 nodes
  • Linear Force
  • Point Force
  • Vortex Force
  • Gravity Force
Constraints2 nodes
  • Collision
  • Self Collision
Assets7 nodes
  • Asset Collection
  • Asset Scatter
  • Volume Scatter
  • Leaves
  • Leaf Volume
  • Texture Atlas
  • Tree Materials
Outputs2 nodes
  • Output
  • Game Output
Utilities1 nodes
  • Reroute Knot

Frames and comments are additional editor tools, not part of the 42-node count.

Beyond the silhouette

A Maya asset. A game export. The same source.

Keep the authored graph and choose the resolution, surface data and delivery format for the next stage of your workflow.

01 / Maya

Build at the detail you need.

Use lightweight curve previews while shaping the plant, then build tube meshes, segment assets and foliage together. Resolution controls support uniform density or fixed counts. Geometry budgets and cancellation keep builds deliberate.

02 / Surfaces

Carry the surface work with you.

Set arc-length UVs for tube branches, separate cap charts and bark, cap and foliage materials. Asset-based geometry retains supported source UVs and materials. Foliage Normals and Vertex Color add dedicated surface controls.

03 / Games

Prepare a complete handoff.

Plan structural LODs with branch and foliage reduction. Game Output supports texture atlases, UV remapping, dilation, ORM packing, material consolidation, FBX and metadata for your pipeline.

LOD works from procedural structure rather than a generic mesh-reduction pass. Check exported materials, shaders and scale in your target engine.

Before you buy

A clear picture of Early Access.

What does ZenGrove cost now, and at release?

The current Early Access price is €39.90 once. The planned price for the full 1.0 release is €79.90. The crossed-out amount identifies that future release price, not a former selling price. VAT may apply.

Is version 1.0 already released?

No. The current public version is 1.0.0-alpha.3, an Early Access alpha on the way to the full 1.0 release. Test it in your workflow and keep backups of production scenes.

How do I install and buy it?

Download the free AO.Hub, install it in Autodesk Maya and sign in. Choose ZenGrove in the Hub to purchase the permanent single-tool license and manage installation and updates. You do not need to buy the complete suite.

Can I use my own meshes and curves?

Yes. Curve Input captures Maya guides for spline growth. Asset Collection captures weighted geometry for Leaves, Asset Scatter and Spline Segment Growth. Segments repeat and align along successive spans of the branch; they are not continuously deformed through every curve sample.

What stays editable, and what should I check?

The graph stores nodes, settings, connections and seeds, and can be saved as an .aoveg file. Build Maya geometry from that source when needed. Branch and root grafts use blended overlapping shells; they are not a guarantee of one welded, watertight mesh. Check topology and exports for the needs of your project.

From idea to asset

Author once. Keep shaping the result.

01 · Establish the structureStart with a preset or connect Tree Root and generators to Output or Game Output. Set a seed for reproducible growth.
02 · Find the silhouetteShape branching and curves, combine forces and constraints, then refine length, radius and deformation.
03 · Add your surfacesCapture your assets, distribute foliage and set normals, UVs, materials and vertex colors.
04 · Choose the deliveryPreview at a lighter resolution, build the Maya result or realize LODs and package a game export.

Get ZenGrove before the release price changes.

Start at €39.90 during Early Access. The planned price for the full 1.0 release is €79.90. Buy once for a permanent single-tool license, with installation and updates managed through AO.Hub.

Early Access · pay once€39.90
Planned full 1.0 release price€79.90

Permanent single-tool license · VAT may apply

Current version: 1.0.0-alpha.3. Requires Autodesk Maya and a free AO.Hub account. Early Access software: keep production backups. VAT may apply.