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TREE CREATION PART 03

In this video I refine the needle batch leaves, switching to Filotaxi Alternate Discontinuous generation and isolating a single branch with F for easier editing while dialing in internode spacing, orientation curves, and skin size variation. I add fold deformation to the needles, fixing artifacts by adding more cutout definition, and use the Knockout option to randomly remove some needles for a more natural, less uniform look. After duplicating the leaf node onto other big branches for fuller coverage, I do a pass on overall branch shape and length. I then add decorative Lump and Nut geometry nodes to the trunk (under the Decoration menu), generating multiple instances, adjusting offset, size, variance, and slide segments for smoothness, and applying a duplicated, darker trunk material for visual contrast. With the full model around 6,000 polygons, I decide that’s acceptable for a tree without further in-Speed-Tree optimization, planning to use a Decimate modifier in Blender instead, and export the finished spruce as an FBX using the Blender preset.