Procedural Hexagon Array Borders (How to)

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This video takes you through the principals of creating the Border of a Hexagon array and controlling it vi a cube primitive. it’s setting us up for a clean Hexagon grid in order to apply various operation to it afterwards. We use MODO in this case but any software with procedural mesh operations can be used such as Houdini, blender or Rhino Grasshopper
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Cool series, Yazan! (I watched all three.) I've got plans for the use of procedural modeling, but can use all the first-hand tips I can get. Thanks!

MikeJamesMedia
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I enjoyed watching all three videos. My next step is actually doing it in MODO. I was hoping that in the end we would have a finished product that looked like you have in the preview frame. Maybe down the road? I think this is really cool, but I'm having a hard time with how this process would be used in a project. I'm not meaning that in any insulting way, I really like the looks of the final product and I like the whole math thing, I just can't think of where a person would need the control channels to make it bigger or smaller on the fly. Other than that, thank you for making these videos and keep up the great work :)

TheNordicHunter
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Thank you. I have got this far now. A hive in a box built by spaghetti monster (nodes and wires - maybe "monster" is a little harsh, but I can imagine a larger project would get baffling quickly). The node system is a good one and popular across many applications it seems, but I've yet to see it implemented in a way that is particularly easy to unpick again at a later date. When I return to my nodes and wires tomorrow, what are the chances I can remember what did what and why? Can anything be done to tidy it up and make it more "readable"?

davidbrinnen