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.
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.
Permanent single-tool license · VAT may apply
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.
View full image ↗ 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.
View full image ↗ Use branching patterns, angle profiles and scale to explore structured forms such as this fern study. Small parameter changes reshape the silhouette.
View full image ↗ 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.
View full image ↗ 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.
Every node below is available in the editor. Combine generators, shaping operations and resources into the growth system your asset needs.
Frames and comments are additional editor tools, not part of the 42-node count.
Keep the authored graph and choose the resolution, surface data and delivery format for the next stage of your workflow.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Permanent single-tool license · VAT may apply