TREE FINAL TOUCHES + ANIMATION
In this video I import the tree FBX and build shaders separately for the scanned trunk base and the procedural trunk extension, applying color, normal, and displacement maps (with displacement plus bump enabled and scale kept subtle to avoid distorting thin branches) before separating and rejoining relevant mesh sections as needed. For the animation, I keyframe a Simple Deform Bend modifier’s angle on the X axis, then duplicate it for the Y axis so the tree bends in multiple directions rather than a single plane, adding a Noise F-curve modifier to each keyframed curve for organic, non-repetitive wind motion, tuning strength and scale down for something subtle and believable. To make the animation loop seamlessly for long-duration renders, I use Restrict Frame Range with Blend In and Blend Out on each noise modifier, matching start and end frames so the motion transitions smoothly back to its start, occasionally offsetting the curve if the loop point still reads as chunky. I note this bend technique is my go to for trees needing visible wind, while subtler breezes might not need it at all.