Field Forms – Procedural Branch & Deadwood Generator for Blender Assets
OldJohn
$10.99
(no ratings)
Jump AssetStore
Create branches and deadwood in Blender with adjustable shape, bark and broken ends. Includes the native source and three baked Unity URP example prefabs.Field Forms – Procedural Branch & Deadwood Generator for Blender AssetsBlender is required to generate new assets. Procedural generation runs in Blender; the included Unity assets are baked, static examples for URP.Use the native Geometry Nodes modifier to adjust seed, length, diameter, taper, curvature, forks, broken ends, bark coverage, decay and surface detail. Six documented manual recipes cover Straight, Curved, Forked, Snapped, Weathered and Debarked/Splintered looks. They are parameter combinations, not six preset buttons or six included Unity models.The package includes the editable Blender source, documentation, 3 Unity example prefabs/FBXs, three LODs per example, static mesh colliders, URP Lit materials, 2048 x 2048 baked maps and one URP demo scene. The three examples represent two base branch configurations and one additional low-bark surface/geometry variation. The variant has its own mesh and materials.Creating new Unity assets uses the documented native/manual duplicate, convert, UV, Cycles bake, channel-pack, LOD and FBX export workflow. No customer helper add-on or one-click bake/export tool is included. Blender nominal length is 0.25-2.0 m and basal diameter 0.018-0.14 m, keeping length at least four times diameter; curved and forked mesh bounds differ from those nominal inputs.Tested on Windows with Blender 5.1.1 and Unity 6000.3.10f1 / URP 17.3.0. Blender is installed separately. The supplied setup supports URP only; Built-in and HDRP materials are absent. Minimum supported versions and other platforms are not established.Generic small deadwood has coarser ends and collars at Detail 8; fine fibres mainly use normal relief. Full trees, species-specific bark and advanced hollow trunks are absent. Lower LODs reuse LOD0 normal approximations. Static non-convex colliders require a suitable convex replacement for dynamic physics.Gallery media are labeled by application. Blender views and additional generator/export demonstrations are distinguished from included Unity examples.Release: R17.R10.Generator: native Blender Geometry Nodes .blend. Blender is required for generation; Unity receives static exported examples.Tested: Blender 5.1.1; Unity 6000.3.10f1; URP 17.3.0; Windows. Minimum supported versions and other platforms are not established. URP only; supplied Built-in and HDRP setups are absent.Unique base models: 2. Included prefabs / FBX geometry variants: 3 / 3. Model materials: 3; additional demo ground material: 1. Total mesh subassets: 9, including 6 lower LOD meshes. Two authored base configurations are represented by the barked fork and short thick branch. The low-bark fork is a separate surface/geometry variant; its mesh is not identical to or shared with the barked export. Thus there are three distinct supplied mesh surfaces, not nine unique models.Named base representatives: Deadwood_ScreenshotBarked_D20_S23, Deadwood_ShortThick_D8_S78.Rendered triangle counts, excluding colliders:Model / prefab | LOD0 | LOD1 | LOD2 | LOD0 imported X/Y/Z metresDeadwood_ScreenshotBarked_D20_S23 | 9758 | 4878 | 2146 | 0.166654 / 0.929354 / 0.380945Deadwood_ScreenshotLowBark_D20_S23 | 9758 | 4878 | 2146 | 0.166654 / 0.929354 / 0.380945Deadwood_ShortThick_D8_S78 | 2152 | 1076 | 472 | 0.160221 / 0.667070 / 0.279388LOD0 range over 2 defined base representatives: 2152-9758 triangles; mean 5955.00.Mean over all supplied geometry variants: 7222.67 triangles.Every prefab has one renderer per level and an LODGroup with LOD0/LOD1/LOD2. Transition heights 0.50 / 0.20 / 0.055; CrossFade. No missing levels. Collider separately reuses LOD2; no dedicated collision mesh asset is added.Textures: 12 PNG images, all source and audited import dimensions 2048 x 2048. Four per geometry variant: BaseColor (sRGB), tangent +Y Normal (linear NormalMap), Roughness (linear), MetallicSmoothness (linear RGB metallic=0, alpha=1-roughness). Source packed channels verified numerically. BaseColor, Normal and MetallicSmoothness are assigned to URP Lit; standalone Roughness is supplied for packing/export, not directly assigned. No AO map.Texture import: maximum 2048, mipmaps on, Bilinear, Repeat, anisotropy 4, read/write off, default AutomaticCompressed / CompressedHQ. Serialized Standalone entries have no enabled override. GPU storage is platform-selected and differs from the source PNG format.Materials/shader: Deadwood_ScreenshotBarked_D20_S23_URP, Deadwood_ScreenshotLowBark_D20_S23_URP, Deadwood_ShortThick_D8_S78_URP, NeutralGround-133735615; Universal Render Pipeline/Lit. Metallic 0; smoothness multiplier 1; smoothness from metallic-map alpha; normal scale 1.Colliders: one enabled non-convex, non-trigger MeshCollider per prefab, using LOD2; no Rigidbody. Intended for static scenery; dynamic physics requires a suitable convex setup.Rigging: No rigs, bones/bind poses, skinned renderers or blend shapes found.Animations: None. No imported clips, Animator/Animation components, standalone .anim assets or native Blender Actions found.Demo scenes: one, Assets/FieldForms/Deadwood/Scenes/Validation.unity.Recipes: six documented manual recipes combining four numeric form IDs. No selectable named recipe menu, external preset files, customer helper add-on or one-click exporter is included.New-output workflow: native controls; duplicate/convert; Smart UV; Cycles bake; compositor channel packing; manual LODs/FBX export; Unity URP material/prefab setup. Supplied examples are already baked.Dependencies: Blender installed separately for authoring; Unity Registry URP for Unity. No additional Asset Store package content dependency or runtime AI inference service/API key is used by delivered functionality.Limits: generic small deadwood, coarser Detail 8 ends/collars, fine fibres mainly normal relief; full trees, species-specific bark and advanced hollow trunks are absent. Lower LODs reuse LOD0 normal approximations. No universal performance claim.UV mapping: Yes. UV0 is present on every supplied LOD mesh; lower LODs share the LOD0 baked-map approximation.OpenAI Codex assisted with original Geometry Nodes and procedural material authoring, documentation and verification for R17.R10. The assistance covered functional node and material logic. Mesh geometry and texture pixels are evaluated and baked in Blender from that procedural work.The Unity edition adds documented native manual workflows, baked Unity example assets, LOD/prefab/material setup, packaging and normalized static FBX axes. Release records document seed/control checks and a native manual bake, compositor packing, LOD export and Unity import workflow. This audit independently checked the exact shipped source and Unity examples; it did not repeat every historical bake or claim manual human authoring/review.The delivered generator evaluates locally in Blender and does not use an AI inference service or require a customer AI account/API key. No customer helper add-on or authoring Python scripts are included. Authoring assistance also covered the procedural materials used to bake the supplied texture maps.




