Slime Mold

Animation 1

Animation 2
The pulse effect is just a very small time offset. It's stronger on the roots

Static Render 1

Static Render 1

Static Render 2

Static Render 2

Static Render 3

Static Render 3

Static Render 4

Static Render 4

Abstract animation

I noticed that mountain with heavy erosion have a growth pattern similar to what I want. They start from a single point at the top, and the cross section grows bigger and bigger the lower you go, making organic shapes.
In other words : height is time

I noticed that mountain with heavy erosion have a growth pattern similar to what I want. They start from a single point at the top, and the cross section grows bigger and bigger the lower you go, making organic shapes.
In other words : height is time

The process, using height and flow maps of a mountain generated with Gaea.

Screenshot of the node setup

Screenshot of the node setup

Failed attempt #1
I made a C++ program with particles that simulate "roots" that deposit mold. The mold grows gradually with each frame (box blur + contrast and brightness adjustment).

Failed attempt #2 :
Similar to #1, but I implemented 5x5 convolution matrix effects. None had the effect I needed, but I got this interesting "E-mold" effect.

I've been experimenting with some slime mold growth for an environment scene inspired by Resident Evil. I liked the intro sequence in Resident Evil 7.
I started with C++, for no other reason than just wanting to experiment and learn. I had an old 2D pixel "game engine" project which I repurposed for the drawing part, and then spawned a few particles that spread mold, and added pixel processing effects after that. The method didn't work well and I was thinking of rewriting it, with a layer of nutrients that deplete the longer there is mold on it, a traveled path has a lower cost but also less nutrients and leads to more deposits...etc. and I realized it was a lot closer to what an erosion algorithm does.
I don't regret the failed attempts, I had a lot of fun and learned more C++, and it's what led me to this idea in the first place.
This is a very simple shader, all things considered, and I'll look into ways to make it scalable, probably by making a trimsheet and building bigger more interesting patterns on an existing 3D environment with it