Here's a little blueprint I programmed in Unreal Engine in 2018 for a small unannounced indie game project, that allowed us to spawn a lot of randomized bamboo-looking plants with great performance using Instanced Static Mesh Components and Construction Scripts.
Base meshes were created in Blender then sculpted in Zbrush. Bakes and materials were made in Substance Painter and then imported into Unreal Engine. I made everything quite low tricount since a couple triangles gained here and there when using a lot of instances can quickly lead to increased performance, especially with shadow casting. Leaves were created in Blender and then baked in Substance Painter. Leaves shaders were created in Unreal Engine with a custom rim solution and using a fuzzy node.
Concept Art: https://www.deviantart.com/ellaaakremer

Concept Art: https://www.deviantart.com/ellaaakremer