I've been doing some flower blooming R&D. I created a custom asset in Houdini, which allows me to develop the first pass of the animation, rigged with KineFX and some custom deformers. Then I run a vellum sim to remove colliding geometry and add more natural look.
Everything was render out inside Houdini with Redshift. Rose petals textures from polligon textures. The rest of the shaders is all procedurally by mixing noises, colors, bumps, etc.