That looks nice indeed and I did something like that in Blender Geometry nodes too by roughly same stack but isn't it instantly obvious the thing is not real and have a typical "procedural" taste just because a half of child streams are crossing each other and not do typical flow in before a bend and out after , a core…
This can't really be done without an evolutionary algorithm of some kind - at least not in a way that gives you branching and some sort of physical plausibility. It's not practical to implement that sort of algorithm in designer (it is possible) because each growth step must feed off the previous growth step and the only…
Yeah, maybe . I am trying to use geometry nodes to make something procedural . The issue is you instantly see it's not true since real thing is driven by some hydrodynamic forces , deeper down where the stream is speedier , branching not by just random places . IMO you instantly feel it subconsciously when you look to real…