This video demonstrates how the tool works in a game scene and how it interacts with environment objects.

Top Left — Main Branches:

Create the core structure by selecting any static mesh or landscape as the environment.
Control curves define the main trunk path, while procedural branching generates a layered canopy system with tweakable thickness, bend, and complexity.

Top Right — Aerial Roots:

Simulate banyan-style aerial roots with full control over age, gravity, aggregation, bifurcation, and surface clinging.
Roots adapt to nearby meshes in real time, wrapping tightly or falling freely based on user-defined behavior.

Bottom Left — Details:

Enrich the tree with environment-blending details: moss patches, wrapping twigs, leaf clusters, and hanging roots.
All elements are instanced, cull-aware, and collision-adaptive to maintain performance while boosting realism.

Bottom Right — Documentation:

Includes in-depth manual with artist-friendly UX, real-time UCX collision previews, and export options for Nanite or LOD chains.
Assets are game-ready and structured for seamless integration into production pipelines.

This video uses a clean scene, showing how the tree was built from scratch.

Documentation