Split
Split sends growth down several paths at the same point. Each input is one path, so wiring a different Grow into each gives each branch its own length, angle and rules. Use it for co-dominant stems, such as a trunk that divides into two main boughs, or wherever branches from the same point need to behave differently.
Inputs and outputs
Each Graph input is one branch, up to 30. The Graph output goes into a Simulate, or into an input of a Grow or Switch. With a node selected, the Split tool on the Natsura toolbar wires a new Split into it.
Parameters
Generate Split Index (on by default) writes split_index, numbering the branches of the split, and shows Delay Growth. With it off, Delay Growth is hidden.
Delay Growth (on by default) holds each input back by a number of generations equal to the input's number, so the branches start one after another. The per-input delays can't be edited in 0.7.3. Turn it off and every branch starts at once.
Per input, Split Vertices separates the geometry at the split point, and Stamp Parent Attributes copies the parent's attributes onto the branch. Increase Depth adds this split to the branch's split_depth, which you can test to limit recursion or change the rules after a number of splits.
Related
Wrap a Grow and a Split in a Repeat to make the pattern recur. For how Split compares with forks, Switch and Kill, see Forks, Split, Switch or Kill.
Simulate
Simulate runs the growth recipe built from Grow, Split, Switch and the other growth nodes, and outputs the finished tree with its rig on a single output.
Surface Decoration
Surface Decoration meshes the trunk and branches by sweeping a profile along each strand, sized by its width, with UVs, displacement and the material from a Surface Resource.