Dynamically Roots Growth (Incl. Geometry Nodes Modifier)

Dennis Hafemann in Simulations & Effects


Dynamically Roots Growth (Incl. Geometry Nodes Modifier)

The modifier literally places randomly defined counted points on the surface mesh or within the objects volume. If defined it creates a root with the shortest path, using the mesh as the path, from every start-point to every end-point. That means, if you adjust 3 start-points and 10 end-points, the modifier creates a root from every point of the 3 start-points to every point of the 10 end-points, you'll get a root growth with 30 single roots. You can set start- and endpoints randomly or via vertex groups, also the path the roots have to take can be defined via vertex group.

You can adjust the roots origins, with start- and endpoints, the path the roots should possibly take, define the grids the roots should use, define the roots in shape, segments, size, starts and ends, fit to surface, add branches and distotion.

Take a look at the documentation page for more information about adjustable properties.




... use start- and end-points.



... use a distribution way-path.


Roots creation



Including

  • Main geometry nodes modifier "Roots Growth Modifer", marked as asset.
  • 3 Collections with examples, how to use Roots Growth Modifier, ready to render.

Usage

  • Download and extract .zip-file.
  • Import/Append (F4) collections, objects, materials or node groups from .blend-file.
  • "Roots Growth Modifier" is marked as asset. Copy extracted .blend-file to your asset library directory to import via the Blender's asset browser.

$3

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Details
Sales 90+
Dev Fund Contributor
Published about 1 year ago
Blender Version 4.3 - 5.2
Render Engine Used Cycles, Eevee
License Royalty Free