Grasshopper

algorithmic modeling for Rhino

Sorry I am new to this.

But I have this curvilinear surface attached and via Grasshopper I am trying to make a hexagonal grid that will conform to the shape of the surface. It is sort of like in the pic I have attached. I am also trying to play around with the sizes of the hexagons (like a little smaller towards the top (its okay if they float)). In other words, the spacing between the hexagons will be a little larger towards the peak.

I was thinking of maybe using an image sampler with a radial gradient (attached) to get vary the spaces between the hexagons.

Thanks/ You guys are awesome!

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Something like this? You'll need "Lunchbox" plug-in.

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Wow. Thank you! Thats completely perfect!

This approach is similar to Hyungsoo Kim's in that it uses the Lunchbox plugin 'Hex (Hexagonal Cells)' component, but it skips 'Map Srf' and scales the cells directly in place, then pulls them to the original surface (which effectively trims them as well).  Scaling is based on Z-value of center points, so it's a little different, but looks very similar.

Not sure why the hex cells look distorted (stretched), even on a flat surface?  It helps a little to adjust the 'Hex' U and V inputs but the proper ratio is a mystery?

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Funny thing about this method is that the 'Cull' step isn't necessary!  I had something else in mind when I started down that path; it might help performance(?) but is otherwise vestigial.

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This version uses the same Lunchbox 'Hex' component only to get the grid points, ignoring the hex cell curves.  Instead, it creates planar hexagons at each point, individually sized (radius) based on distance to nearest neighboring point.  The gradient colors indicate radius (green the smallest, red the largest, yellow in between).

Then it optionally applies further scaling based on the Z value of the center points, though re-uses the original color gradient.  A 'Value List' allows you to choose 'Raw', 'Scale by Z' or 'Both'.

Finally, 'Pull' to surface may be used, though it's disabled because it is slow.  Planarity is lost, of course, but the polygons are trimmed to the surface edges.

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