Geometry Nodes used to generate ivy along curves that can then be hand painted onto specific building shapes.
This foliage system was developed as part of a technical art pipeline for a yet-to-be-announced game project. The goal was to build a fully procedural and scalable vegetation solution to create quick and adaptable variation.
Using Blender's Geometry Nodes, I created custom setups for:
1. Procedural Tree Generation – featuring parameterized trunk forms, branching systems, and leaf distribution
2. Procedural Ivy Growth – crawling across surfaces with control over density, randomness, and leaf variation
Each tree mesh uses custom normals to ensure smooth shading and optimized silhouette quality. Additionally, I use vertex color channels to store data such as ambient occlusion, enabling lightweight shading enhancements in-engine and supporting further effects like wind and tree bending.