Website powered by

Flower Generation

This was a 2 week sprint for a school project. Our team had the idea for a tile capturing game like splatoon, but visualizing the captured area using Flowers and nature. I decided to look at generating flowers to be able to make the capturing more visually interesting. I've tried 2 different methods of exporting to unreal. Alembics allow for the visualization to be as intended fully textured and animated, the drawback is performance when there's a lot of flower spawn. VAT's optimize performance a lot but with the current setup you cant export Uv's with the model.

As a starter I've used a petal from a flower to create a mesh that fits the texture. and made sure topology allowed for proper bending

As a starter I've used a petal from a flower to create a mesh that fits the texture. and made sure topology allowed for proper bending

I set 3 petals with different bend amounts which are bound to $F to create a effect that looks like opening up

I set 3 petals with different bend amounts which are bound to $F to create a effect that looks like opening up

I've created Phyllotaxis , (flower seeding patterns) and used that for the petal placement/orientation.

I've created Phyllotaxis , (flower seeding patterns) and used that for the petal placement/orientation.

Using a for each & time offsets to create a sprouting flower petal.

Using a for each & time offsets to create a sprouting flower petal.

Merging everything together with an L-system, I've used the same methods for bending and animating the leaves on the stems

Merging everything together with an L-system, I've used the same methods for bending and animating the leaves on the stems

In the end the flowers were exported and animated using Vertex Animation Textures

In the end the flowers were exported and animated using Vertex Animation Textures