This is the second part of my adventure! The workflow was much the same as it was for the bird feeders, since I created them all at the same time, so I will just reiterate those steps here.
Seeds were modeled in Modo, then scattered with particle systems onto a flat surface. I then rendered out several maps, adjusted them in Photoshop, and composited them in Substance Designer to create some solid-seed Substance materials. These formed the "core" inside each of the seed cakes, upon which I added some surface generators with more seeds to break up the surface.
Modo's particle generators and dynamics were used to create the spilled seed piles. Substance Painter was used for painting throughout, and I baked all the maps back out in Modo to give them nice bleed and borders.
The final product was designed for the Firefly and SuperFly render engines in Poser, and the Iray in DAZ Studio.