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GRASS CREATION IN SPEEDTREE PART 01

In this video I build our first Speed Tree asset: a simple blade of grass. I start with a thin Tube trunk as a placeholder to define the shape, adjusting length, radius, and its taper curve, then add multiple blades using the Boundaries options so they spawn from different points rather than a single center, adding gravity and bend for a more natural look. I attach a Front node to the trunk to generate the actual visible blade geometry, shaping its width and length curves, then switch the trunk’s skin type to Spine Only so the placeholder trunk itself stays invisible. I fine-tune blade count, width variation, and gravity for a natural, organic cluster, and reduce unnecessary height segments to keep the polygon count efficient. I finish by showing the Randomize button, which lets you generate infinite natural variations from a single model, either on a selected node or the whole asset, before moving on to setting up the material in the next video.