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FANTASY TREE CREATION PART 02

In this video I apply a bark material to the trunk (a free Poly Haven or ambientCG texture with auto-linked maps), fixing UV repetition with Fractional scaling and switching displacement source from Noise to Material for more accurate detail. I add roots via the Decoration menu, which generates two root tiers of different radii, fix their UV tiling the same way, and attach the rock force so the roots get pulled toward it, adjusting the segment Accuracy slider for a smoother follow. I shape the overall root cage using starting angle, gravity, and trunk count, then switch to Node mode to hand edit individual roots, one at a time, repositioning their attachment point, dragging the free end handle to control bend strength (a short handle gives a sharp bend, a longer one a gentler curve), and tweaking per-root force strength, noise, and turbulence for variation. I finish by using Randomize to quickly reshuffle any roots that aren’t cooperating, acknowledging this kind of hand sculpting could go on for hours but stopping once the overall shape feels right.