Tree bugs: I used end instead of prev_pos That was pretty wrong Then I replaced it one extra place That was less wrong Did a little adjustment of weighting in averages Third: Texture coordinates I think we'll actually skip this fix It looks less bad than I imagined But if you want to fix it, add texture bounds to draw_branch_section Recursion on the curves: I added it offline so we'd start leaves in good order Little branches off to the sides: It's an algorithm adjustment Let's add a "verticality" measure Remember dot product? Then we can scale radius based on that Can also modify branch division thing to keep a main branch going The main missing item: Leaves! We need a make_leaf function Simple leaf or compound leaf? Can it be a polygon with a lot of vertices? I think Blender supports that Should they have stems? What angle are they at? We can trace some kind of leafish shape Oval? They can have a green texture But where should the leaves be? Ends of branches? Not really how trees are Attached to sufficiently-thin branches? Might look ok Smaller radius = higher chance of a leaf at each segment Before we start the leaf function: What's still wrong with this tree? Branches don't avoid other branches A fix: store end points of all branches, avoid placing branches near them Kind of a data structures challenge for good performance Hash table representing locations? Bitmap with 3D coordinates and limited precision? Leaf function time: It'll probably end up broken as usual The final project: Create a scene that includes at least 3 of the 5: Fractals A landscape Buildings A maze or mazes Trees or other plants The scene must include at least two things that are animated Lighting must be arranged Create a movie showing this scene, which can be added to a gallery I'll put the gallery on isoptera, but feel free to use the movie anywhere else