Generates coral-like structures


This is a pretty straight forward setup which can generate some interesting results. I've found it to be useful for generating corals and similar structures.

Breakdown of the logic: "For each timestep, select the top polgons of a surface, displace it by a noise pattern and remesh the whole thing for the process to happen all over again". Simple right?

So, how do we build this in Houdni?
1. Drop down an object and make sure it has a decent amount of polys on the surface you want to displace.

2. Drop down a solver sop and connect yout object to the first input.

3. Drop down a group node and set it to "group by normal", change the vector to "0,1,0" and set the angle to something low like 10.

4.Drop down a point vop in which you use whatever noise you want to drive the "amount" parameter in a "displacealongnormal" node. Connect "dispP" to "P" in output. Set scale to something quite low like 0.05.

5.Drop down a "vdbfrompolygons" node, and set it pretty low, in my example it's 0.005". Place a "convertvdb" node afterwards to get it back to polygons. I set the adaptivity to 0.1 here for a lighter mesh.

Now go up to SOP level and hit play to see som growth weirdness!
Check my rendered test out below and download the hip file if you're curious.