Your mesh already knows how it should move. This finds out.
Point EQ Pivot Painter Lab at a tree, a plant or a prop and it works out the
things that make foliage move like foliage: which parts are branches and which
are leaves, which branch each part hangs from, where each part should pivot, and
how far it swings. It bakes that into data textures and a mesh with lookup UVs,
and ships hero foliage shaders that replay it on the GPU — trunk, big branches,
small branches, leaves — with every part inheriting its parents' motion before
adding its own.
All of it happens inside Unity. No Houdini. No 3ds Max. No export, no reimport,
no manual UV bookkeeping.
If you have used Pivot Painter in Unreal, this is that workflow, native to Unity,
without the DCC dependency.
It solves the hierarchy — that is the hard part
Anyone can wave a vertex shader at a tree. The difficulty is knowing what is
attached to what. Five detection modes cover the range of real assets:
Then it computes a real pivot, a forward axis from a PCA eigensolver, and a
physical swing-arm extent in metres for every element, and assembles a parent
chain the shader can replay.
It refuses to bake data that would animate wrong
Most tools hand you whatever they produced and let you discover the problem in
your scene. This one has a hard pre-bake gate. It refuses outright on:
— and it names the elements at fault instead of silently baking something subtly
broken. Bake Doctor gives you the same verdict as a visual pre-flight, with
offender counts and click-to-select navigation.
The same input bakes byte-identical output every time, guarded by golden
hashes in the test suite. Your version control will not see phantom diffs, and
two artists baking the same asset get the same bytes.
Everything you need around the bake
Authoring
Merge, split, detach and re-parent elements. Paint static and wind buckets by
hand — painted overrides survive re-detection. Pivot, axis and extent overrides.
Branch Group authoring for whole limbs at once. Pinned roots, parent locks, and
per-element freezing for moss, bark and fixed attachments. All of it undoable.
Review
An embedded workbench viewport with orbit, pan, zoom and click or drag selection,
plus debug views for hierarchy level, element index, parent index, pivot, axis,
extent, static mask and a problem finder. Scene view overlays for pivots, parent
links, bounds and root markers.
Look and performance
Hero Foliage Lit shaders for all three pipelines, SRP Batcher compatible, with
translucency, rim, normal and detail maps, and packed-mask support that reads
your real channel layout — Unity MaskMap, ORM, ORT or AO/Rough/Height — rather
than forcing one convention. Albedo, normal and packed maps are classified by
name and bound automatically, with a per-slot review panel when it guesses wrong.
Wind that behaves like wind
A three-octave fractal gust, leeward shelter, downwind lean, and per-instance
gust fronts so gusts travel across a forest instead of pulsing in unison. Wind
interactors let characters and objects push foliage aside — wood resisting,
leaves yielding. A runtime wind controller drives every foliage material in the
scene at once, with per-renderer phase and strength variation.
Distance
Octahedral impostor LODs captured in-editor and assembled into an LODGroup
alongside a graduated chain built from your source LODs.