# Growth algorithm case studies

Case study 01 - Coral fungus

Case study 02

Case study 03 - Globe thistle

# Pseudo 3D - Isometric grid with dynamic shaders

A 2D triangle grid base with logic for building pseudo isometric 3D forms. Attributes are calculated for each triangle and are passed to a GLSL shader to create the dynamic surface effects. Built in Houdini

# Houdini CNC experiments

It’s early days but some of these techniques are looking promising.

# Houdini VEX trails

# Branching algorithm

3D Experiment with the branching algorithm I’ve been building.

# Geometric branching

Building a branching algorithm in Houdini. Here’re some of the 2D experiments:

# Velocity fields - Fluid dynamics

# Velocity fields - Particles

Colour mixing using particles using velocity fields

# Topographic variation

Testing out layering effects in Houdini. The normals of the polygons are affecting where certain effects occus on a mesh. In this case a subdivision triangular effect on the under sides and a porous effect on the top side of the structure.