• Monday , 13 July 2020

How to Create a Realistic Tree in Blender 3D – Part 3

Code Canyon


In this third and final part of the tree tutorial series, learn how to apply gravity to the leaves for a more organic appearance.


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  1. Rocco Ramos
    October 12, 2019 at 20:17

    This was a great little tutorial series. Hope to see more videos from you in the future, you provide soo much great information in easy to follow way of teaching.

  2. Axel Paillaud
    October 12, 2019 at 20:17

    Again, thanks you so much, you explain that very nice ! My tree looks really much better than before 🙂
    +1 Suscribe !

  3. Jānis Grīnvalds
    October 12, 2019 at 20:17

    maybe it would be possible to provide those leaf boards with weighted vertex groups and try to displace those endings downwards…of course, if there are many polygons for each

  4. Ole Stork
    October 12, 2019 at 20:17

    Hey Ben 🙂
    First of all; great work. This is really hard work, but the result is awesome!
    I wanted to know, if it is possible to animate the tree, like you can if its still a curve and you add the armature?
    If yes, could you please make a tutorial about that?
    Greetings 🙂

  5. FreeHomeBrew
    October 12, 2019 at 20:17

    My Blender crashes every time I try to copy the vertex group to all selected leaves, even if I've only selected a single other leaf. D:

  6. Nikos Moukas
    October 12, 2019 at 20:17


  7. Sacha Goedegebure
    October 12, 2019 at 20:17

    If the purpose of separating the leaves is only to add weight to the bottom half of each leaf face (before joining it back again), it might be easier to use the 'Keep UV and edit mode mesh selection in sync' option in the UV editor. This way there is no need to separate the leaves. Selection of the bottom half vertices can be done in the UV editor. Or did I miss another purpose of separating?

  8. Lukas Petrik
    October 12, 2019 at 20:17

    Fantastic, I like it a lot… Too bad, there is not a choice to edit leaves before it gets on curves within sapling addon, cause this is quite tedious process. 

    I was inspired by your tutorial and tried it my own way. I used a bit different leaf material, but I like yours more. For the leaves, instead of breaking them into individual parts, I used them as faces for particle hair. I used twigs with leaves as object particles and than rotated them accordingly. Then hit the cloth simulator to apply gravity to object, so particle hair bend down too. However this has one big drawback – the gravity only affects the particle object, so if it is not rotated accordingly, it can bend to any direction. It is quite fast though.

    One more suggestion – you use two shaders, one for top and one for bottom part of the leaf. However, in your node setup I didn't see (I might be mistaken, so please correct me if I am wrong) how you make it aplicable for top face and for bottom face of the leaf. Unless there is some method I don't know of, you have to mix these two with backfacing node used as fac.

    If you want to see my results, please check it here:

    Anyway, I am so glad that I was not only one, who find the missing leaf gravity influence realism so much 🙂

    Keep up the good work 

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