It was made utilizing @the.coding.train’s Coding Challenge #17 Fractal Trees – Space Colonization
I followed the video and extended the code with a mask input to fit to 3D objects uvs and a generation system which I mapped the generation to the alpha value.
I sculpted a basic leaf in zbrush, baked the normals map in substance painter and imported the leaf base normals as height in substance designer and then added albedo height opacity on top, building on the veins I got out of the processing script.
Rendered and tesselated in Mamoset Toolbag 4