 Alrighty, so let's continue on with the branches here. And what I'm gonna do is show you what I did for the low poly version of the tree. So what we saw in the intro there. And what I'm going to do after that is show you how to then place actual tree cards onto this as well. Because then it becomes more of what we do in traditional games where you have a little bit more realistic trees. All right, so first things first, what I wanna do here is go into the branch here. And I wanna do the same thing that we did for the trunk. I wanna give it a little bit of noise, but I want it to ignore the root point there, the first point. So let's go and create some random normals first. So we're gonna use that attribute randomize here. Okay, like so. And I'm gonna apply that to the normal. So N is the attribute. And we want negative one, negative one, negative one for that. Let's take a look. So now we have some random normals. Very cool. All right, so then what we wanna do is we want to mask it out. All right, so let's go and drop down an attribute wrangle node here. So attribute wrangle, like so. And I'm gonna use my preset to create the gradient. Okay, but in this case, I don't need it to be an attribute. I just want it to be a local variable. So I'm gonna get rid of the at symbol and just declare it as a float. That makes it a local variable. It's local to this node right here. And what I wanna do is just multiply. So at N, so we're gonna do a times equals to multiply the normal by the gradient. Like so. That makes sure that it is tiny right there. Or there's no normal there and then the normals get bigger and bigger. Okay, so let's go and drop down the mountain node. And there we go. So now we can make the noise a little bit bigger, maybe the offset a little bit less. So just add some noise to it, you know? Just a little bit more realism there. Okay, so what we wanna do now is just rewire that up. All right, so let's do that. Now let's take a look at the final result there. Yeah, so that makes it just feel a little bit better. You know? Cool. All right, so what we wanna do now is we want to go and create a sphere. Let's create a sphere here. All right, so this is what I did for the little polytrees. Now you can use whatever shape that you want. I'm just gonna show how I use the sphere here. And we're gonna go and create a polygon mesh and I'm gonna place it on the z-axis. And the reason why I'm doing that again is because when we use the copy to points, the z-axis is the forward pointing direction. All right, so I always keep your stuff pointing forward in the z-direction and it'll copy to the points appropriately based off the normal direction. Okay, so with that, what we can do, right here where we have this polyframe, let's take a look here. Okay, turn on our points and our normals. All right, and what I do want is to have my normals facing in the correct direction. So again, I'm gonna drop down that point node, like so. Oops. Put that into the first input there and I'm gonna switch this over to normal and we'll just invert the normals on another way to invert those normals. Cool. Now what we wanna do is get the last point. So I'm gonna do a group by range. All right, we'll call this last point and the group name will be called lastpnd for lastpoint and we'll switch it over to a type of points that way we're selecting points. And then what I wanna do is just move the n slider up one. You'll notice that if we turn off our normals here, deselects that but I'm gonna invert it so then we get just the last point. And the reason why I'm doing that is because then I want to blast that point like so. All right, so we'll come down here and we'll select last point and we'll say delete non-selected and that gives us that point with the normal. So with that, what we can do is then do a copy of points like so and now we have our sphere attached to the point there. And you'll notice that it's pointing in the correct direction. It's pointing in the same direction as the normal's pointing and that's because we set it in the z-axis. All right, so let's make it a little bit lower poly here. That's gonna work out pretty good for us like so. You know what, at this point you can just go and start to change the shape of it a little bit. That's what I did. Another thing that we can do here is let me drop down a normal node down here just to give it normals again. All right, so you can do this there. We can do it here. All right, so if we do it there, what I wanna do is give it some point normals here like so and I'm gonna drop down a mountain node again. And this is just a quick way to add some noise. All right, we can change the height of that, change the noise type. Go and play around with all the settings. All righty, cool. So with that, we now have the sphere attached to the end of the actual branch up here. We have this branch that we were using. So let me actually do this right here like so. All right, so what we need to do now is we need to go and sweep a circle. So I'm gonna create a circle and this is gonna create the geometry for the branch itself. Okay, so I'm gonna create a sweep node. And this will be the backbone and this is our shape like so. And I always try to keep these guys organized appropriately. I am running out of space a little bit here. But I'll clean it up later. There we go. All right, so now we have that swept along the curve there and what we need to do now is I'm gonna make the circle a little bit smaller, less divisions, we don't need as much geometry for this. And I'm gonna turn on the auto closure. So everything's looking good there. Perfect. But what we need is the p-scale value. All right, so let's go and do that. So we're gonna do an attribute wrangle like so. And I'm gonna use my preset there to get the gradient. And again, I don't need, well actually, no, I don't need the attribute. It can be a local variable because what we're gonna do is we're gonna say at p-scale is equal to gradient like so. And that will create the taper effect, but we need to do a one minus. And there we go. And then we just control the overall scale of that with the actual uniform scale on the circle. Cool. Now you can drop down a normal here. Also, if you just wanna check out the final geometry. But what I usually do is just put a normal at the very end, all right? That way it just takes care of all the normals. But you can still keep that there. Just try to reduce the amount of nodes that I actually have. Okay, so what we need to do now is just merge these two together here like so. And then pump that into the final. And now we've got our rough looking tree stuff, the foliage, just kind of the rough volume of that tree foliage. It's a little big for sure. I just go through and I just, really, I just start messing around with a lot of the settings. We can change this overall scale here. Get something that looks kind of cool. You know, and change the type of shape as well. Mess around with the noise a little bit more. Maybe we change this to a perlin like that. Maybe make it just a little bit bigger. We can also go and drop down a transform node here. And if you go and translate it in the Z direction, you can see it could push it out a little bit more. We can pull it in a little bit more. We can rotate it. So you can all kind of point up a little bit. These are all values that you can go and expose. Cool. So the last thing that we really want to do here for the low polyversion, at least, this is the general idea here. I'll let you guys kind of take it from there. But what we want to do is I want to be able to group just the foliage area. So we'll call this foliage. And then turn that particular thing, that node on there and keep it on primitives and then just enable the base group. That way we can remove it by itself and then process it through some VDBs there. So let's do a group for the branches. So we'll say branches. All right. And again, just enable it. That way it just groups the whole branch, like so. Okay, so when we get to the bottom here, you can see that we have all the branches in there. And what we want to be able to do when we merge this here, so let's also create a group for the trunk. So we'll call this the trunk, like so. There we go. Okay. So now what I want to do is I want to do a blast and I'm going to remove just the foliage over here. So let's get the foliage and do a delete non-selected. Okay, and then I'm going to do a VDB from polygons. And this will merge it into that final mesh, like so. And you can see we're getting a cool like spiraling effect that's coming through from our spiral Vex. All right. And we can change the voxel size. This is a cool part about it. You can change the voxel size to get more definition or less definition. That really comes in handy with the low poly effect. Okay, so with that, once you've got it set up to where you like it, you can just do a convert VDB and we'll convert it to polygons. All right. And we can change that ISO value again to get even more of an effect. Let's get some more definition in there. And then I just want to do a poly reduce. And that's pretty much what I did for that low poly effect. Now, obviously you can go in there and start to create more detail or really fine tune the system. But this is the overall idea behind the whole low poly tree system. So I'm just going to do something like that. And if you want to equalize the lengths of these edges, you can go down to the equalized lengths. Just move it up a little bit. Though when you're doing the low poly modeling stuff, there's sometimes where you do want the long polygon. It catches the light nicely. Okay. So now that we've got all that, let's just do a blast. Let me copy this and we'll say delete non-selected there. And then let's just merge all this stuff together with a VDB. So I'm going to do a VDB from polygons, same process. And you'll notice that what happens is we don't get the branches in there. And let's take a look. Why? The reason why is because the branches are actually open ended. They have a hole at the end there. So a quick way to take care of this is to do a polyfill. Just do a polyfill like so and set it to single polygon. And that will cap any open holes and then the VDB will be able to work on it. So we need to actually reduce this down to like 0.05, maybe 0.01. There we go. So now we're starting to get that back. So we'll say 0.005. Cool. So that's looking pretty good. And it'll all be merged into one mesh. Something that I do like to do here is do a VDB smooth. Let's just smooth it all out so the transitions will be a lot better. All right, so you can keep doing the iterations there. And we can add more resolutions. So if we do 0.2, I'll just give us more, but you'll notice it takes a lot longer to process. So you have to be careful with that stuff. All right, so once you're happy, I'm just gonna do a convert VDB. All right, and set it to polygons. And then we'll do a poly reduce. So poly reduce. Now you can also go and reduce it but with the adaptivity to set this like 0.1. I'll at least make it a little bit better. You can see how it's all blended together now. And these guys actually need to be fixed. They need to be the proper size too. So I'll fix that in another video. But for now this works. I just wanted to show how I did the low poly stuff. So then I just kind of pull this down a lot. We really just want kind of the general impression. Down at 1% maybe. Yeah, that looks pretty good. Not too shabby, especially if you want, you know, like a dead tree. It's pretty good right there. All right, so with those two things settled, we can merge these together now, like so. And there we go, there you have it. That's what I did. All right, and if we go back and change the size of the sphere here, we get different looks by a little too small. The VDP is having a hard time getting it but you can start to get the idea really quickly how you can start to really design your low poly trees. All right, with that, let's go and give these some color and then I'll close out this video. And then the next video what we'll do is we'll talk about creating those actual tree cards. So let's just give this like a brown. All right, and I'll set this to primitive, that's fine. There we go. And I'll just call this the wood. And let's just copy it and paste it. All right, and this will be foliage like so. There we go. And then let's set this to face area and then just pull it all the way down and we now have low poly tree. All right, so in the next video, let's focus on creating the tree cards for this particular system. Because I do wanna show how you can actually take this almost all the way to a real tree system by setting up the cards. It's almost like how Unity does it inside of their tree creator and how Speedtree does it. It's really powerful. So I'm not saying it's a replacement for those at all because those systems are definitely very powerful, but if you want to learn how to make your own tree systems, then this is very, very useful. All right, so I'm gonna leave you guys there and in the next video, we're gonna talk about tree cards. Thanks so much.