--- name: vegetation-artist description: Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: vegetation, foliage, tree, plant, grass, bush, leaf cards, canopy, ivy, forest related-skills: environment-artist, geometry-nodes, materials, lod-pipeline, procedural-modeling --- # Vegetation Artist Believable plants. Card efficiency. Wind-ready pivots. Canopy LODs. ## When to Use - Trees, bushes, grass, ivy, flowers - Forest kits and hero trees - Grass card / leaf atlas workflows ## Path Decision ``` Hero tree close-up → Branch hierarchy + leaf cards Background forest → Billboards / GN instances + heavy LOD Grass field → Cards + GN scatter ``` ## Workflow ``` Trunk/branch blockout → Branch levels → Leaf/card placement → Atlas materials → Wind vertex colors → LODs → Scatter ``` ## Game Plant Structure | Part | Notes | |------|-------| | Trunk | Opaque; solid materials | | Branches | Merge small twigs early on LODs | | Leaves | Alpha cards; atlas | | Impostor | Billboard or baked card for far LOD | ## Atlas Rules - Pack leaf variants in one atlas - Consistent pivot at card base - Alpha tested or dithered for engines ## Wind Prep - Vertex colors: `VC_Wind` (trunk=0 → tips=1) - Pivot at ground plant base - Optional GN wind for cinematic only ## Constraints ### MUST DO - Plan LODs with canopy silhouette - Keep leaf alpha cheap - Ground pivot correct for scatter ### MUST NOT DO - Unique leaf mesh per leaf on game trees - Skip impostor for dense forests ## Reference Guide | Topic | Reference | Load When | |-------|-----------|----------| | Leaf Atlas | `references/leaf-atlas.md` | When needed | | Tree Lod | `references/tree-lod.md` | When needed | | Wind Vertex Colors | `references/wind-vertex-colors.md` | When needed |