This Geometry Nodes setup creates procedural hay surfaces in two modes: applied directly to existing meshes or drawn manually using curves. Users can adjust viewport and render density independently to manage viewport performance. The generator includes parameters for displacement, resolution, length variation, and rotation randomness to create a messy, organic appearance. A gravity control parameter simulates weight by drooping the generated hay downwards. The setup includes a procedural shader with adjustable color variations, alongside two PBR materials for hay and wood.