Procedural tree render
ProcTree · Platform

The future of digital growth.

Create, shape and control vegetation with a procedural system built for modern VFX, games and digital worlds.

5 shared capabilities
Overview

Nature is complex.
Your workflow doesn't have to be.

ProcTree brings the complexity of natural growth into one procedural workflow - giving you the control to build, shape and refine vegetation without starting over.

Procedural
Build vegetation from rules, not fixed assets. Giving you 100% control and over 100 planned presets on release.
Art directable
Shape every stage of growth without losing procedural control. Create what you want, how you want.
Create heros
Take complex vegetation from generation to final export and ship hero quality easily with ProcTree's in build features.

Shared data model

02 capabilities
Identical for film and real-time.
01
Platform · Data

Everything has a place to grow.

ProcTree uses layered growth logic to determine how vegetation interacts in shared space. Ivy can grow over moss. Moss can grow over ivy. Roots can pass beneath the surface while branches grow above it — all without unwanted intersections.

  • Read and write in place — no export step
  • Layered composition shared across departments
  • One file from layout to final delivery
02
Platform · Versioning

Non-destructive versioning

Branch, merge and roll back any change with full edit history. Layers stay intact and nothing is ever overwritten, so any team can experiment freely and return to a known-good state at any point.

  • Branch, merge & roll backsafely
  • Full edit history on every change
  • Layers stay intact — nothing overwritten

Shared rendering & compute

03 capabilities
One renderer, one asset set, both deadlines.
03
Platform · Rendering

One renderer, both deadlines

The same physically-based renderer drives an overnight final frame and a 60fps viewport, with identical shading either way. What you approve in real time is exactly what renders to final.

  • Identical shading film and real-time
  • Overnight final frame or 60fps viewport
  • Physically-based path-traced core
04
Platform · Assets

Same source assets everywhere

42M-triangle meshes flow from film to real-time untouched — no decimation, no re-authoring, no separate art path. One set of assets serves every department and every target.

  • 42M-triangle meshesreused untouched
  • No decimationor re-authoring
  • One art pathfor every department
05
Platform · Compute

GPU-accelerated end to end

Every stage — from simulation to final pixel — runs on the GPU, so iteration stays interactive on hardware you already own. No overnight farm wait to see whether a change worked.

  • Simulation to final pixelon the GPU
  • Interactive iteration— no farm wait
  • Scalesacross the hardware you own
3 VFX capabilities
VFX

Frame-perfect — and still art-directable at 2am.

Everything a finishing team needs to keep making decisions long after the shot is technically done. Relight, re-matte and re-comp without paying for another overnight render.

3
Core capabilities
0
Overnight re-renders to change a light
USD
Native round-trip with Houdini, Nuke & Maya

Finishing & look

02 capabilities
01
VFX · Lighting

Volumetric relight

Move the key light after the shot is locked. ProcTree retains depth, normals and albedo for every pixel, so a new source reads across the whole plate in seconds instead of an overnight re-render.

  • Per-pixel AOVs— depth, normal & albedo held through comp
  • Add, move or recolor lightswithout a full re-render
  • Physically-based falloffmatched to the original plate
02
VFX · Compositing

Roto that tracks

Draw the matte once and it follows the subject. ProcTree’s tracker holds the edge through motion blur, stray hair and partial occlusion — no keyframe babysitting frame by frame.

  • Motion-vector aware edgessurvive heavy blur
  • Hair & semi-transparent detailpreserved automatically
  • Re-projects cleanlyacross occlusion and re-entry

Pipeline

01 capability
03
VFX · Pipeline

USD, all the way down

Comp, layout and lookdev read and write the same USD graph. There’s no export step, no version drift, and no “which file is current” the night before delivery — the graph is the single source of truth.

  • One source of truthshared across every department
  • Non-destructive layerswith full edit history
  • Round-trips nativelywith Houdini, Nuke and Maya
3 game capabilities
Games

Sixty frames a second, on hardware you already ship to.

The same source assets your film team authored, streamed and reconciled in real time. No bespoke game pipeline, no separate art path, no compromise on fidelity.

3
Core capabilities
128-tick
Deterministic simulation, up to 8 players
5
Silhouette-safe LODs from one bake

Runtime

02 capabilities
01
Games · Geometry

Streaming geometry

Ship your 42M-triangle source meshes untouched. The renderer streams and draws only what the camera can actually see, resolved down to the pixel — no manual decimation, no baked poly budgets.

  • Virtualized geometry— no baked poly budgets
  • Sub-pixel triangle cullingin real time
  • Same source assetsas the film team, zero re-authoring
02
Games · Networking

Rollback netcode

Deterministic simulation with rollback built into the core loop. 128-tick, up to eight players, rewinding and reconciling contested state in under three milliseconds — no perceptible resync.

  • 128-tickdeterministic simulation
  • Up to 8 playerswith <3ms reconcile
  • Predictive rollbackwith seamless resync

Content pipeline

01 capability
03
Games · Optimization

LODs in one pass

Five levels of detail generated from a single mesh in one bake, with silhouette preservation handled automatically. Smaller builds and consistent shading across every level, with zero hand-tuning.

  • 5 LODs from one meshgenerated automatically
  • Silhouette-awaresimplification, no popping
  • Consistent normals & UVsacross every level
ProcTree · Roadmap

Where we are, and what comes next.

A working plan, not a wish list. Four tracks run from now until the end of the year — two of them at the same time. Dates move when production says so, and this page moves with them.

Aug
Sep
Oct
Nov
Dec
01DevelopingIn progress
02Alpha testing
03ProcTree Library
04Release
DevelopingNow · Aug–Nov

The core generator, the node graph and the renderer. This is where the work sits today — built in the open, with regular internal builds and a short list of studios already looking over our shoulder.

Alpha testingIn 8–12 weeks

A closed alpha with a small group of VFX and games teams. The measure is not how many features ship, but whether real production scenes survive a full round-trip without anyone rebuilding a tree by hand.

ProcTree LibrarySep–Dec · parallel

A reference library gathered in the field. We travel across Europe to scan trunks and photograph landscapes — bark, branching, canopies, whole environments — and release them as scans, textures and references beside the software. The journey is filmed as a documentary series.

Open for sponsors and equipment partners.

ReleaseEnd of 2026

Public release: the platform, the first volume of the library and the opening episodes of the series — out together, at the end of the year.

Why ProcTree

Focusoncreating,notmanaging.

We deliver everything around the work — export, versioning, optimization, delivery — so the only thing left on your screen is the tree.

What we handle

You grow the tree. We carry everything else.

Export targets, file versions, poly budgets, variation badge exports and hundreds of variations in seconds — the managing is our job.

One engine, every deliverable

USD, textures, LODs and real-time builds come out of the same graph. What used to be a pipeline is now a button.

Build in Pipeline

Every change is versioned, every asset stays editable. Experiment freely — the known-good state is always one step away.

Built for artists first — the pipeline is our job.

ProcTree · Licensing

One seat, one studio, or the whole facility.

Prices are set for public release in December 2026. Nothing is billed during the alpha — everyone on the alpha list works on the full build, free, until launch.

Artist
€14.99/ month
or €119 / year — two months free

One seat for an independent artist. No procurement cycle, no seat management.

  • 100% of ProcTree's features. No Limits.
  • We want you to grow. Sell every Plant you create.
  • Commercial use on your own projects
  • Community support
Professional Most studios start here
€24.99/ month · per seat
or €229 / year per seat — two months free

Floating seats across the facility, so the licence follows the work instead of the machine.

  • Everything in Artist
  • Floating seats across workstations and farm
  • ProcTree Libary Included *PLANNED
  • Prior support
Enterprise
Custom
Quoted per facility

Site licences, on-premise deployment and integration work for facilities running their own pipeline.

  • Everything in Professional
  • Extended licensing
  • On-premise and air-gapped deployment
  • Integration support and priority builds

All prices exclude VAT. Alpha access is free and only for selected Artists.

Partners & Access

The library is being built in the field. Some of it can carry your name.

Across 2026 we are travelling Europe to scan trunks and photograph landscapes for the ProcTree Library — bark, branching, canopies, whole environments — released as scans, textures and references beside the software, and filmed as a documentary series.

We are looking for sponsors and equipment partners for that work: camera and scanning hardware, travel and logistics, storage and compute. In return: named credit in the series and the library, early access for your team, and footage you can use.

2026Field season across Europe
DecPublic release
FreeAlpha, until launch
Talk to us

Sponsorship, equipment partnership, a studio licence, or a seat in the alpha — same form.

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