Geodesic Dome - Nodes problem

Hi everyone!

I am trying to make a geodesic dome with hexagonal or pentagonal structural nodes (depending on the position) The idea is to do it this way.

First I did it with the Polygon component but the Hexagon lines were not perpendicular with the dome bars, then I did it with lines, with the End Points component, so that when they intersect I can extrude them, but the problem is the planes of the curves because they are not consistent.

Geodesic dome - Nodes (51.8 KB)

I’m approaching the problem wrong, does anyone have any idea how to solve it?

Thank you in advance!

PS: I was able to make one node, but the idea is to make all of them at the same time.

Geodesic dome - Nodes problem Edited (25.0 KB)
Plugin: Parakeet


For Domes you’ll need to get the gist of the theory first (base seed Topo, frequency etc etc). Then … do the Dome as a Mesh where VV, VE, EV Connectivity (and obviously various things like order of TopologyVertices per node) is a rather easy thing to handle. Then use Instance Definitions if the nodes are many (and the detail required is more or less decent) otherwise … you can imagine what would happen.

Tip: use some MERO TSK system (the worldwide standard: kinda a BMW M3). Have in mind that a W truss (say via the KK node variation) is always “lighter” in the eye for more than obvious reasons (there’s carbon fibre tubes available as well that yield stunning aesthetics).


This is incredible! It wasn’t going to occur to me, thanks for the help! @Quan_Li

Thanks for the link, I’m going to read to understand the subject better!


  1. Google geo domes geometry and the likes. Zillions of papers available. Like:
    geodesicmath.pdf (651.1 KB)
  2. Master Mesh Connectivity (in this case you’ll need VV, VE and EV Trees). Any AEC solution without Connectivity is a nothing thing. That said the more the Dome deviates from a Sphere (i.e. Transformation in x/y/z) the more the Modules grow in variety (but that’s not an issue at all except if you are after some toy-model).
  3. Avoid Class II Domes (rather kitsch).
  4. As I said if you are after a “sparse” structural Topology go for a double Layer (i.e. a W truss).Shown a variable D solution (D is relative to dist to base).



  1. The Class is the way that triangulation is made (go for the classic Class I way).
  2. The Frequency is the “depth” of triangulation.
  3. The Seed/Base is some Platonic (or other) Topology as a Mesh. in order to handle easily Connectivity and the likes. Plus since Meshes are using floats are always faster than, say, BrepFaces/Surfaces.


For each Triangle in the seed Mesh > triangulate > “project” node. For the latter define a Vector3d V as node - centerOfSphere. Then Unitize. Then multiply by R - node.DistanceTo(centerOfSphere). The “projected” pt is node + V.

Elementary via code. See a concept C# for that matter:

Is that easy? Well … in fact in real-life/real-world we gather (at triangulation Phase) the “identical” Faces into “groups” using Properties in a suitably defined Class. This for production/BID purposes (for large scale Projects these groups have no impact to the cost - it’s just a matter of dihedral angles in the alu extrusions related with the envelope).