I've always been interested in organic-looking growth effects in motion graphics, however for the most part these workflows are VDB-based, which comes with unstable UVs, jittery meshes, and unreliable attributes and point counts. My goal for this project is to make it possible to achieve these kinds of effects while still preserving many of the original properties of the mesh.
Currently this toolkit supports (at various levels of completeness):
- reaction diffusion effects
- growth along curves
- growth towards attractor points
- growth along custom velocity fields
- growth within geometry
- colliders
- self-collision avoidance via curvature, AO, and direction of growth

At the moment the setup is extremely messy and experimental, so it's going to undergo a complete overhaul of the interface to simplify and improve the UX. The goal is to create a solver paired with a set of nodes, similar to what you might do with POP forces in a POP net.
Once the development reaches a polished enough stage, I will be releasing this as an HDA.

If you have any suggestions or ideas or questions, please feel free to use my contact form to get in touch!
In the meantime, here are some previews:

Simple reaction diffusion test

Test for growth along a path

Growth towards an attractor point, going around a collision mesh

Growth driven by an input velocity field

A few example renders:

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