hi , i am self Lerner and I am interested to draw mushroom gills in grasshopper or python but i dont know how to start . the picture below is my inspiration.
is there any tutorial helpful for this
Mentioning Grasshopper and Python I’m going to assume you want to build a gill-like structure, as a perfect model of a mushroom would be smth that i’d probably rather try to solve in a meshmodeler including a lot of texturing etc…
I doubt that there is a specific tutorial for this. I would start out looking for similarities and repetitive patterns, like the branching structure in this detail here:

Looking at the mushroom as an inverted cone shape, add more points (branches to the tree) as the cone widens, then build curves from it. To me it looks like a main gill, that runs from the base to the top, with several smaller gills branching off. Use these curves to sweep, loft, extrude, whatever works best for your purpose.
I’m sorry if this is rather abstract, but to give any more specific help I would have to build the structure myself which i dont have the time for right now… Always a good idea to start on a simple shape and then see how it transfers to more complex geometry and adapt accordingly, maybe randomize the curve parameters a bit to get a more natural pattern.
Looks like an interesting project =)
As advised by Lukas the main job is to find the good algorithms, if you want just perfect fins with perfect symetry simple Maths must be enough (with sinus, cosinus, some fadding …). If you want less perfect ans more nature it seems that reaction diffusion could help you, I must say directional reaction diffusion. Here an example on a sphere.
You will find examples here
Directional Reaction-Diffusion on a Cactus - Grasshopper reaction diffusion on triangular mesh - Grasshopper
And now there is also a fast implementation for GPU here
Here a try
I put some fadding in Z, it could be easy to add somme fading also around … there are many possibilities.
Here diffusion B = 0.25
Here diffusion B = 0.15
In order to get smaller “fins” you could also augment the number of trinagles of the mesh
20191110_reaction_diffusion_mesh_direction_mushroom.gh (353.4 KB)
pretty cool! thanks for the input @laurent_delrieu. learned something new here =)
There is also another solution using a Quadremesher like Instant Meshes
I tried Rhino WIP Quadremesher but I didn’t manage to have the result.
So export the mesh using Rhino 5 (I don’t know why Rh6 7 … doesn’t looks good on instant meshes) with the OBJ format.
Open the file with Instant Mesh
Draw orientation fields
Then quad remesh
Then you must find a logic to extract the strips/gills aligned. This require some work but it is doable
thank you very much
No problem, it is interesting also for me.
Here the quad mesh and triangle mesh
mushroom.3dm (502.7 KB)
If you want to “invest” in the quad mesh I could perhaps do something …
Hii, is there a way I can put this pattern into a surface? I am working on a landscape project using subd to create the mushrooms. I thought of maybe putting these patterns on the mushroom or on the pathway. Could you help me?
Hello
My tools mostly works with mesh, but if you have an object that has UV mapping it is now possible to make texture from reaction diffusion and many others outputs
Just for a bit of fun and self-learning, I thought I’d have a go at a mushroom gill definition. The input is a hand-made trumpet shape.
The gill pattern is formed by interpolating between cosine waves of doubling frequency. The fundamental frequency and the number of “overtones” are adjustable. The amplitude is then sent through a graph mapper to adjust the amplitude so that the gills are most pronounced near the brim, vanishing along the stem. Note that the value is clamped to zero at both ends, to allow simple integration with any other authored modelling.
To scale the pattern to the shape, a series of U isocurves is taken and the hoops with lengths proportional to the number of gills at each branch are identified, which become the V coordinate of each step change in gill count. Each green hoop here has a k*2^n length ratio to the one before. This ensures that the width of gills is consistent.
The resulting data is made into points in a rectilinear grid.
To reduce the rather regular appearance, some interpolated randomness is added to the Y coordinate, making some gills longer than others.
The points are then Sporphed onto the trumpet and sent to SrfGrid for the final form.
I made them quite shallow here so you can see the pattern, but they can be cranked up into big fins if you like!
For version 2, I could imagine introducing some local variation to the gill frequency, perhaps based on local UV or curvature of the trumpet. This would avoid the very regular branching pattern, but might generate nonsensical shapes. It might also be possible to sculpt the cross-sectional profile of the gills (they’re still cosine waves here) but that would require a hideously dense point grid and maybe a switch over to mesh instead of surface world. Experimentation required!
mushroom gills.gh (147.2 KB)
Hi,
It really depends how realistic do you want the pattern to be. Since people already showed very complex tests, I will show mine, which is more simplified but tells the same structural story. It is applied on two mushrooms that grow together(similar in your photo). It was scripted for a ring that was inspired by the chanterelle mushrooms. The challenge was to make the pattern connection clean and elegant.

























