Procedural blobz.
I saw a spot from a top 3D artist Paul Clements. Growing blobs based on a voronoi diagram. Paul’s a Cinema maestro, but I like Houdini…
The setup extracted all of the profiles from a fractured grid, and matched them with a curve. Various attribs bend and grow the curve, and then the profile is swept back along the curve to create the finished nodule.
For extra performance I avoided the non-compilable sweep sop, instead making my own from lower-level operators.
The original doodad is here.