Thanks for sharing it. Your tutorial is on point. However, the Mtree addon isn't working as I expected. I was able to get it installed and generate a random tree but the areas where branches connect to a trunk were totally messed up. I couldn't get a smooth transition no matter how much I cranked up the resolution in the generator tab. Or maybe I'm missing something.
Now to take this shit to the next level by displacing by material ID to separate the base of the trunk from the top and running the gradient blend only on the top xD
Then we can use a material workflow to vertex paint displaced moss onto the base of the tree. Then use blender to bake that purely shader driver displacement into a texture and plumb that base trunk displacement texture into the geometry nodes. Now we can also bake the albedo/normals if we want and use this in UE5 with nanite.
Underrated video, though I ran into a issue where if the displacement gradient runs into a branch a tiny bit or if it is on a more curved trunk it has these little holes. Any way to fix that?