UE5/Houdini : Stylized Tree Tool Result Modeling Trunk First off, let's start by doing the most important part first, the trunk. For this tool I wanted the user to be able to make his own trunk with a curve in Unreal Engine and also have the possibility to do it with a more conventional way so I made the option possible. Just a simple line with a AttributeVOP to make a gradient going from the first to the last point and adding a AttributeNoise to control the Position. We then make 2 more attribute to determine the pscale and the lift that we will use later on for the trunk mesh and the branches. Branches For the Branches, it's pretty much the same, juste make sure the output is slighty different from the trunk for more variation. Next up, we begin with a Forloop to create the first branches. This is taken from the Labs Quick Basic Tree. This place copy of the trunk branch on the main trunk. We control the starting position along the main trunk with the Carve node. Then we kill ...