A project made to explore the diversity of patterns, movements and proportions hidden in the nature that surrounds us.
Develop a fully procedural flower generating system that has sufficient animatable properties to produce high quality imagery of blooming flowers.
Predicting that the final system has to offer an unlimited range of variety it's certainly an advantage to use Houdini's procedural workflow. By using Houdini it's possible to maintain a flexible and most importantly an additive approach throughout the project. With an additive appraoch it's possible to continuously add details/variables/attributes that can affect the final image.
To keep a flexible petal design system no base geometry was used. The geometry was made with a 'curve up' method where each point has a matrix transformation that is parented to a previous point closer to the origin of the petal.
With such an approach the user needs no more than three sliders to direct the flow of points that shape the petal.
GIF example shows a few sample forms generated by the same node.
By animating the previously mentioned shape sliders, it's possible to achieve various animations that will be later used as a constraint in Vellum's dynamics network.
While the design for the petal is being created, various attributes are also created. These attributes are preserved so that they can be used for further detailing in the geometry, dynamics or shading stages.
Based on the design, attributes and few selected properties the constraints for Vellum dynamics are also generated. Animation is driven by the previously mentioned SOP geometry animation. All of the constraints have exposed parameters that are updated during the simulation for advanced results.
While flower blooming is asociated with pure beauty the direction of the visual style will be heading towards a dark and grotesque mood.
In the example an early look development version.
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