Vegetation prototyping with PlantFactory
Quick iteration on grass clumps by toggling components and tuning procedural parameters (age, wind, LOD) for faster scene blockouts.
- Date
- Mar 18, 2025
Why this workflow
PlantFactory’s parametric graphs support fast vegetation variants. For layout and look-dev, age, wind response, and LOD can be tuned per shot. Clumps can be stamped for blockout before committing to hero assets.
Interface snapshot

The viewport gives real-time feedback with a simple LOD meter, and the bottom tray exposes the material set for quick tweaks. This makes it easier to judge density, silhouette, and readability from mid distance.
Editing a preset into a grass-only clump
Starting from a reed and cattail preset, foliage was isolated by disabling flower and spike components in the graph and keeping the blade system. Segment length, radius inheritance, and tropism were adjusted to push a leaner, wind-swept profile.


Age and wind variants
Age drives color and curvature, which helps with seasonal reads and storytelling beats. Wind strength and modulation set how the asset responds to different wind strengths and directions.


LOD for scene planning
The viewport LOD control helps estimate density and performance. Distant clumps can be downshifted during layout, then swapped to higher detail where the camera stays longer.
Takeaway: procedural controls (component toggles, age, wind, LOD) make PlantFactory useful for blocking and iterating environment vegetation before committing to baked hero assets.