Procedural Veins Growth and Vellum Sim

the example file

In my latest project, I was tasked with developing a realistic vein simulation. Through some research and development, I stumbled upon an interesting solution that I’d like to share.

Branch Growth #

The foundation of the simulation involves growing an initial set of branches. To achieve this, I use a POP simulation, emitting several points and branches from them.

Sim #

Once the points are emitted, I use a combination of Add and Trail nodes to grow the branches themselves. By finding the end points and decreasing the restlength attribute based on the distance from the start point, the branches dynamically adjust their lengths.

One of the intriguing aspects of this method is the ability to convert this tree structure into a KineFX rig, allowing you to move it around as needed.