We utilized Blender's geometry nodes to create these trees, enabling us to generate unlimited variations for each species. Due to technical limitations, we were forced to use geometry for the leaves instead of alpha cards. We then faced the challenge of maintaining a low polygon count when transferring the assets to Omniverse. To address this, I developed an efficient workflow: the trunk and primary branches serve as the model's foundation, while smaller branches are implemented as instances of one another. This approach significantly optimizes the overall geometry while preserving visual complexity.