Well first I had forgotten to Drop to zero in PR so went back in to do that(hate floating trees) and decided to SubD the tree...well a warning...it quadruples the faces. 3, 3000, 000 approx. Then I adjusted textures in Deep Exploration and took it back to TG3 where the trunks promptly disappeared, tried a resave and same thing so went back and stopped at the PR conversion and it seems to have worked.
I had a project up where I was teaching myself how to stack PFs using Ulco's tute from the jet fighter thread, and although I didn't use any of his Blue Node tricks I think I'm getting it. Most definately a more appropriate texture for Olives to be growing on based on a google image search...maybe some FakeStones if this becomes a project.
Took a break while rendering this image and discovered that all the trees are likewise affected, the trunk is always attached to at least fruit, and sometimes a selection of fruit and leaves. As it stands most can be used with rotation away from the 'diseased' part of the tree but as you'll notice in the smallish render that the 'sick bits' jump right out as white. Be mind boggling to go thru the pop and rotate all the sick bits out.