To make a better solution i’ve decided to remodelling all the surface and to make the division of it i’ve used the “sphere” comand to make a better “population division” of the surface as you can see in the pictures 4 and 5
This is a very good “method” but the problem remains, the exagon subdivision is wrong, my goal is to apply the “hexagon pattern” on my “sphere population” but i don’t now how to make the hexagons interact with each other making them keep the centers of the spheres, just like in the video at the min 00:59 as said by @DavidLeon
I have a working “circles physics” but i have not the hexagons
By the looks of the video, when the circle packing is performed, the particles, agents or whatever we want to call them, are not only keeping a threshold between them but also following a vector field. Perhaps this vector field indicates the surface curvature at every evaluated point. Another thing is that the panels produced all have some kind of connectivity algorithm because as the video showed, they are not all hexagonal. So there must he some rules to derive such behaviour. So basically, the first thing you would also need to know is how to code as I don’t think there are a combination of plugins that can do all this iterative calculations at the same time. Perhaps you can use custom K2 goals for the circle packing, but this involves you being able to code. On the other hand @Petras_Vestartas has a nice plugin called NGon, perhaps he can shed some light on you on how he achieved the several types of NGon meshes in his plugin.
Guess point 2 will also need to include some kind of hash table to not create duplicate edges between vertices. Inside RTree, there would be a condition to check if a vertex already has an edge to another vertex. Potentially each vertex will need a hash table to store its current neighbours and it will need to be a public property, in order for a vertex to have access to the data of other vertices and Visa versa. Each hash table would have its contents updated at every frame. This now gets us on a debate between the efficiencies of different mesh data structures that are out there. In the end this can also be combined with a half edge data structure or something