Procedural growth via VEX Wrangles mostly. Used the nearpoints function to create a specific attribute which expands over time in a solver sop.
Along the path of the attribute then scattered boxes to make hard edges for a ice / mineral feeling. Expanded and remeshed the base, used fuse nodes to create a lowpoly looking surface with hard edges.
Combined both VDBs and substracted them to make a ice path. The first parts of the ice then emitted particles and dust.
Rendered via Redshift, Comp in Nuke.
Cheers to bendansie (thingiverse.com/bendansie/about) whose model I used.