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THIBAULT
08-16-2016, 07:36 AM
Hi Guys,
Again need you, this time to achieve a circular honeycomb like picture attached. No problem to do this planar, but circular....
Thanks very much in advance
Franck

134057

ActionBob
08-16-2016, 07:59 AM
Measure out the dimension with a length of string for length and height. Then make it planar and bend it in lightwave.

If you can make it planar no problem, then making it into a round shape should be no problem given enough slices along the verticle so that it can "bend."

daforum
08-16-2016, 09:31 AM
You can model it with the bend tool or use Layouts Bend deformer and save a transformed object.

There is a tutorial on the Layout Bend deformer somewhere and how to set it up if you don't know already, but i can't locate it.

Aha! Here we go: https://m.youtube.com/watch?v=QNkfGIh_RuA

Hope it helps :)

kolby
08-16-2016, 10:18 AM
Hi Guys,
Again need you, this time to achieve a circular honeycomb like picture attached. No problem to do this planar, but circular....
Thanks very much in advance
Franck

134057

I think you can create one repeatable part of honeycomb structure. Use heatshrink tool to bend it to cylinder with desired radius. Then use radial array and merge points. Done.

50one
08-16-2016, 11:39 AM
I think you can create one repeatable part of honeycomb structure. Use heatshrink tool to bend it to cylinder with desired radius. Then use radial array and merge points. Done.

do planar based on measurements, then bend - 360 degree and merge points.

Waves of light
08-16-2016, 04:07 PM
This guy has just been doing this on FB - may be of help:

jeric_synergy
08-16-2016, 07:23 PM
The repeating elements of that are trivial enough to just brute-force it, no cleverness needed.

Do one hex.
Array it on X to get a row.
copy and offset a row vertically to match, close enough to successfully MERGE POINTS.
dup that a couple times to get enough to fill one square, add the straight borders.
Array THAT enough to fill out an "unrolled" cylinder's worth.
BEND using the LWM BEND tool at 360°.
Apply THICKEN if you need a little depth.

Easy-peasy.

THIBAULT
08-16-2016, 09:54 PM
Many thanks to all !

pinkmouse
08-17-2016, 05:25 AM
Does it really need to be geometry?

Here's a simple cylinder with some IFW2 textures:

134080

jeric_synergy
08-17-2016, 08:32 AM
Does it really need to be geometry?

Here's a simple cylinder with some IFW2 textures:

134080

Whoa! That's some impressive node-fu.

spherical
08-17-2016, 02:33 PM
Does it really need to be geometry?

Here's a simple cylinder with some IFW2 textures:

134080

Yep. That's the way I'd do it. Here's a perforated metal with beveled edges:

134090

Way faster than adding all that geo; especially when the tower is 30' tall.

jeric_synergy
08-17-2016, 03:35 PM
How does nodal do the depth?

pinkmouse
08-17-2016, 03:44 PM
That's what the bits plugged into the normal input do, the IFW2 tile textures allow a "bevel" and that's why I split out the same textures to an alpha, so I didn't get strange semi-transparent stuff going on, but nice clean edges.

edit: you can do the same sort of thing with the default nodes, but it takes a bit more work and complexity.

spherical
08-17-2016, 06:13 PM
How does nodal do the depth?

Best to simply take time to watch the tutorials:
http://www.ifw2.com/IFW2_Nodal/IFW2N_Grille_Tutorial.html

jeric_synergy
08-17-2016, 06:29 PM
Thanks for the link. I hope it's not too difficult to replicate natively.

spherical
08-17-2016, 06:33 PM
I'd say too difficult, if not impossible

pinkmouse
08-18-2016, 02:53 AM
I can think of one convoluted way to do it that might work, but frankly, the time and effort involved, when you can just buy the very reasonably priced plugins, is really not worth it.

jeric_synergy
08-18-2016, 07:48 AM
Roger that.