
First, I categorized my flower models into flowers, roots, and also leaves. I started with the root part of the flower, I needed to simulate the growth process and curve of the root, so I first used “add” to add its line, and then I added “for each” in order to create the effect for each root.

The node “pathdeform” is very useful for me, the principle is that I first create the point of the rhizome, and then combine the “tube” with the path of the point, so that I can simulate the rhizome of the flower.

The final “foreach” combines to the root of each plant, including when I make leaves, the process is the same.



This was the most challenging step in making the leaves, I wanted them to look more realistic. So I tried to add vellum to make the leaves wiggle randomly, but vellum takes a long time to calculate and it can’t make leaves growing on one side wiggle, so it was a failed method. But this reminds me that I can use the “noise” node.


On top of that, I need to make a fertile soil that incorporates the growth of the flowers and creates some collisions. At the most basic level, the first thing that needs to be done is to create a sphere and change its shape in order to fill this irregular sphere with particles. And set up the colliders (flowers and leaves) so that the leaves get a more realistic feedback when they grow and touch the soil.


Successfully, I did it. It was very not an easy challenge for me, I never learned to code so it was very hard for me and I had to refer to other people’s videos for the codes. But, I would go and try to figure out what the codes meant and which ones the controls were, which was very helpful. Next, I’ll be going for live action videos and 3D tracking in nuke.