

i created a modular system to produce foliage using freehand splines, hand-drawn by the user, which automatically generates plants & flowers driven by geometry nodes.
When generating tulips, we instantiate the flower head at the tip of the spline. We also instantiate the leaves in three different ways in the lower section of the spline. These sections use collections of 4-6 assets to increase variation, and these assets were created directly from photo reference.
When modelling the leaves and stems, cloth simulations were used to ‘drape’ the leaves over shapes, which gives the impression of realistic physical behaviour as the leaves appear to droop or fold under their own weight.
this system can be used to create practically any plant.
It seemed important to make foliage feel like it was living, and had lived. Like any organism, plants are shaped by their experiences. If it grew perfectly, it would not be real.

In Pursuit of
Digital Impressionism
In Pursuit of
Digital Impressionism
I observed that 3D modelled plants, no matter how photorealistic, often risked appearing artificial. I studied the still lifes of dutch masters and identified certain techniques they used that highlighted the life of their subjects. I then looked at how subjects were depicted in the the early impressionist era, particularly works created en plein air.
It was my intention to establish a rendering style that was similarly both descriptive and evocative.
I used a combination of methods to create this effect. rendering with low-sampling introduces grain, creates artifacts, homogenizes and ‘smudges’ areas of high detail, which I was initially using as a performant strategy. I combined this with optiX AI-denoising, which smooths out the artifacts and interweaves colour values, creating a dappled visual style and a painterly effect. This was accentuated through a combination of depth-of-field and fog volumes with light scattering.
There were some limitations to this method. It was most effective when using HDRIs alongside reflective materials with many light sources, which created more opportunities to dapple light and colour on the objects.
This effect was achieved in blender, but the fundamental idea could be translated to other contexts. It was used in the work ‘Antifragile’, exhibited in the Glyndebourne Open Art Tour (2021), alongside traditional paintings and other digital artworks.
It was my intention to establish a rendering style that was similarly both descriptive and evocative.
I used a combination of methods to create this effect. rendering with low-sampling introduces grain, creates artifacts, homogenizes and ‘smudges’ areas of high detail, which I was initially using as a performant strategy. I combined this with optiX AI-denoising, which smooths out the artifacts and interweaves colour values, creating a dappled visual style and a painterly effect. This was accentuated through a combination of depth-of-field and fog volumes with light scattering.
There were some limitations to this method. It was most effective when using HDRIs alongside reflective materials with many light sources, which created more opportunities to dapple light and colour on the objects.
This effect was achieved in blender, but the fundamental idea could be translated to other contexts. It was used in the work ‘Antifragile’, exhibited in the Glyndebourne Open Art Tour (2021), alongside traditional paintings and other digital artworks.
