guache Posted December 8, 2011 Share Posted December 8, 2011 What's the quickest way to generate a surface divided into poly hexagons in Houdini? The edges between hexagons should be shared, not duplicated. Quote Link to comment Share on other sites More sharing options...
sam.h Posted December 8, 2011 Share Posted December 8, 2011 http://www.google.com.au/url?sa=t&rct=j&q=arbitrary+hex+mesh&source=web&cd=4&ved=0CDkQFjAD&url=http%3A%2F%2Fresearch.microsoft.com%2Fen-us%2Fum%2Fpeople%2Fyangliu%2Fpublication%2Fa%2520note%2520on%2520planar%2520hexagonal%2520meshes.pdf&ei=YzDgTpKVEMnrrQfl4cmnCw&usg=AFQjCNGFand_fk4a_UiFloW2RUwfNCunkg Quote Link to comment Share on other sites More sharing options...
guache Posted December 8, 2011 Author Share Posted December 8, 2011 (edited) Thanks. To be more clear: I don't need to divide an arbitrary 3D shape into hexagons, I just need a flat, roughly square surface made of hexagons. I can always use a Copy SOP, but I thought there could be a "smarter" way. EDIT: Never mind, I got it: start with a tri grid, then blast away the centers of hexagonal areas. Edited December 8, 2011 by guache Quote Link to comment Share on other sites More sharing options...
sam.h Posted December 8, 2011 Share Posted December 8, 2011 You can use voronoi fracture to split a grid into hexes... although the only problem with this is you end up with bits on the edges that aren't hexes. ... I think using a copy is a good way to do it Quote Link to comment Share on other sites More sharing options...
sam.h Posted December 8, 2011 Share Posted December 8, 2011 You can use voronoi fracture to split a grid into hexes... although the only problem with this is you end up with bits on the edges that aren't hexes. ... I think using a copy is a good way to do it annnd here is the file but I don't think the hexes are right ... hexGrid.hip Quote Link to comment Share on other sites More sharing options...
guache Posted December 8, 2011 Author Share Posted December 8, 2011 Thanks. The Voronoi hexes are a bit uneven. In Copy, a Z offset of 0.56 (rather than 0.5) gives better results. I'll try to fix the hexes by snapping to tri grid. Quote Link to comment Share on other sites More sharing options...
edward Posted December 14, 2011 Share Posted December 14, 2011 http://www.google.co...FloW2RUwfNCunkg Thanks for the link! On a closed surface of genus 0, faces other than hexagonsmust be used, provided that all the vertices are of degree 3 (for example, see Figure 2). Assuming that only hexagons and pentagons are allowed, it is easy to show that there have to be exactly 12 pentagons. A typical soccer ball is an example of such a tiling of a surface of genus 0, which has 12 pentagons and 20 hexagons. Quote Link to comment Share on other sites More sharing options...
Jason Posted December 14, 2011 Share Posted December 14, 2011 Interesting paper, thanks Quote Link to comment Share on other sites More sharing options...
Ryan Posted December 14, 2011 Share Posted December 14, 2011 (edited) If you start with something with all triangles and use the Divide SOP with "Compute Dual" on, you can get some cool stuff. Give this a try... Grid SOP, then PolyBevel SOP, with "Relative Inset" set to 1 then Divide SOP, with "Compute Dual" Also take a look inside the Platonic Solid SOP and see how they created the Soccer Ball. hexagonMesh_odforce.hip Edited December 15, 2011 by Ryan Quote Link to comment Share on other sites More sharing options...
nazar Posted December 15, 2011 Share Posted December 15, 2011 You can not use copy SOP, but move the second row of plane Quote Link to comment Share on other sites More sharing options...
edward Posted December 16, 2011 Share Posted December 16, 2011 Also take a look inside the Platonic Solid SOP and see how they created the Soccer Ball. Yes, except it's not really a "soccer" ball. A real soccer ball is a bucky ball, which I made an HDA for it awhile back: http://www.sidefx.co....php?fileid=262 Quote Link to comment Share on other sites More sharing options...
guache Posted December 26, 2011 Author Share Posted December 26, 2011 Grid SOP, then PolyBevel SOP, with "Relative Inset" set to 1 then Divide SOP, with "Compute Dual" Very clean hexes, thanks. Quote Link to comment Share on other sites More sharing options...
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