TOOLS

ATLAS

PUBLIC TOOL

Atlas automates the creation of texture atlases from existing PBR assets. It detects and organizes source textures, builds an optimized layout, and exports a complete set of atlas maps ready for production.

Designed for vegetation workflows, it turns a folder of individual assets into a clean, consistent atlas with minimal manual setup.

CUTTER

PUBLIC TOOL

Cutter generates production-ready geometry directly from opacity maps or existing meshes. From optimized LODs to crossed geometry and high-density cutouts, it provides the right mesh for each stage of a vegetation pipeline.

Designed to replace repetitive manual cutting and cleanup, it gives artists fast control over silhouette, geometry density and mesh complexity.

CLUSTER

PUBLIC TOOL

Cluster builds complex foliage compositions from existing vegetation meshes. Artists define where growth should occur and how each layer should behave, while Cluster handles the distribution, variation and assembly of the final geometry.

Designed for branches, clusters and layered foliage, it combines procedural generation with direct artistic control to create production-ready assets quickly and consistently.

PVE FORGE

PUBLIC TOOL

PVE Forge bridges SpeedTree and Unreal Engine’s Procedural Vegetation Editor by converting existing tree structures into a foundation ready for Unreal’s native PVE workflow.

It preserves complex tree hierarchies during the transition, eliminating the need to rebuild them manually and letting artists continue directly inside Unreal Engine.

INSTANCE BAKER

INTERNAL TOOL

Instance Baker consolidates complex vegetation assets into optimized, production-ready atlases. It analyzes existing geometry and materials, reorganizes their texture data, and rebuilds the asset around a unified atlas layout.

Designed for large vegetation pipelines, it turns fragmented source assets into clean, consistent resources ready for the next stages of production.

SPEEDTREE BRIDGE

INTERNAL TOOL

SpeedTree Bridge brings authored tree structures into Unreal Engine as production-ready Nanite Assemblies, preserving the original hierarchy and asset organization throughout the process.

Built around modern Unreal Engine vegetation workflows, it supports Nanite Assembly and Dynamic Wind, allowing FoliageLab to move from authored vegetation to fully assembled, wind-ready assets with minimal manual rebuilding.

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