The Grove has updated its tree growth simulation software to version 2.3. The release introduces improvements to its web-based demo, storage efficiency, modelling tools, and compatibility with Blender 5 and Houdini Indie.
The web demo allows users to generate a simulated tree directly in a browser, producing the first result within seconds using the same simulation system used in the full software. The updated demo includes an expanded interface and added features such as pruning tools and UV-mapped bark textures. Simulation performance has been adjusted by switching to 32-bit precision, which increases simulation speed by about 20 percent and build speed by 44 percent, while reducing memory use by roughly 40 percent. The demo currently builds a complete mesh for each year of simulated growth, which places limits on memory usage in browsers.
The release introduces several changes to mesh generation. A new Subdivide option inserts intermediate nodes along curved branches to reduce visible segmentation when building the tree mesh. This method adds polygons selectively at sharper angles while leaving straighter sections unchanged. Bark textures now repeat automatically around branches based on their diameter, replacing a manual repeat control previously required during growth.
A new Split Seams build option separates an edge along the branch length and isolates end-cap geometry. This creates a mesh structure that supports point-level UV coordinates and normals, which are used by formats and rendering systems such as glTF, WebGL frameworks like three.js, and various real-time engines. Blender workflows continue to rely on face-corner data and custom normals, as Blender does not support point-level UVs and normals directly. Houdini supports these attributes, allowing the add-on to generate them directly within its node system.
The Draw tool has been revised to allow users to create entirely new trees by drawing from the ground plane or scene objects. Trees can be added at any point during the simulation process. The tool can grow branches while the user draws, providing immediate feedback as simulated growth diverges from the drawn path. The system retains the simulation’s biological constraints, including upward growth tendencies, branch sagging, and natural pruning behaviour.
The update introduces a reduction in storage requirements for simulation data. Changes to the internal data structure and rounding of stored values reduce file size by about 75 percent. A Blender scene containing Grove trees now stores significantly less simulation data, with similar reductions reported for Houdini files where the simulation is stored across nodes.
The Houdini add-on is now included in the Indie edition of The Grove after a beta testing period. The add-on allows tree simulations generated by the software to be incorporated into Houdini pipelines. Trees can be created in Blender and exported with simulation data for further work in Houdini.
Find out more on the The Grove website.







