One thing I learned during working in the CG industry, organic stuff is much harder to create than just hard-surface ;(
However, my thesis film has lots and lots of nature. Including Flowers!
So this is how it turned out…
Need some comp adjustments but I’m pretty happy how it turned out!
And…. this is how it started!
My first step was to create a single petal from a grid, give it some uvs, noise, and bend on it.
And then I used MOPs to instance petals, also gave it a rotational falloff to create a desired flower shape
…Nice!
I had to animate my petals like this to feed it to vellum solver. Without the vellum solving process, my petals would intersect with each other ;(
This is the result of my first vellum solve!
I chose 1 frame that I liked the most, timeshifted to that frame, and then made it go through a for loop that bends each petal over time.
Since I animated the petals, we have those ugly intersections again! Oof
I'm gonna time-warp this and then run a vellum solve again.
Petals are ready!
For the flower bulb, I created a single element first and then for-looped it with some time offset.
For the phyllotaxis placement(I’m not sure if the name is correct), I watched this tutorial from Junichiro Horikawa. He is awesome!!
Water droplets on surface aren’t simulated. They are just spheres with some mountain noise.
I had a hard time figuring out how to make the points steady on a deforming mesh, but I found some genius on the internet (as always) using attribute interpolate to make it work!
All my previous attempts combined….
For my next post, I’m gonna bring in more flowers :))
Thanks for reading!!