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BUSH CREATION PART 01

In this video I start a new asset: a flowering bush. I build the base Tube trunk with added late noise and extra length/radial segments for smoother deformation, then add a Field Taxi branch system with alternating arrangement, adjusting internode length, spread, variance, and the spiral option for a natural, non-uniform branch placement. A key technique I introduce is applying a Sphere shape to the trunk node under the Shape tab, which automatically constrains every branch system added afterward into a rounded bush silhouette, visualized as a wireframe sphere via the Show menu. I apply a placeholder material, add displacement with extra height segments for detail, then fine-tune UV Fractional scale to fix texture repetition on both the trunk and branches. I finish by copying the first branch system to add a second tier, adjusting starting angle, variance, and spiral settings so the new branches read as a natural extension of the first rather than converging awkwardly toward the trunk’s center, and use First/Last controls to balance branch density between the top and bottom of the bush.