# Parametric 3d surface with smoothed diamonds in and out - wondering how

Hey peeps, here to asking questions on how to achieve something that I found online again I think this is challenging but I’m sure some of you out there will resolve this in no time :)))

I came across with this project online, which can be found here: Baubuche Wall | vcd

The geometry and effect is mesmerising and subtly beautiful!

I had a go but realised that I might be missing a couple of key understanding how how to achieve the “smooth bevel” effect which is stopping me from advancing further.

The pattern seems to be based on this logic, where they faded the border geometries to flat, instead of having to deal with triangular panels. I created the grasshopper first but couldn’t get my head around so I manually constructed those after. You can see from the 2nd screenshot I realised that I need to be picking the top 2 edges from the first row to extrude forward, and the other two edges backwards, and alternate or rather shift it on the second row, but following the same logic.

Before this, I was trying to fillet the diamond shapes and playing with shifting the bottom fillet curves in and out, but realised that they don’t really shared the same fillet edge between rows, which is what the project achieved.

I’ve gone from the reverse order of my attempt at gh here… hope this makes sense still.

Any thoughts?

Hello
I think it is more sort of hexagon tilted.
Start with hexagon on the surface, Horizontal parts must less long that the other parts.

Rotate them depending on an attractor for example

Make a scale of these heaxgon scale factor could also be parametric.

Then some Catmull&Clark

Here with a subdivision before Catmull&Clark

It will require some additional work but it seems not too far from what

2 Likes

Thanks Laurent!

I managed to get through stitching all meshes together within gh - though I suspect because I didn’t do subdivision of quads for the offset and the edge around it (I did half of a big mesh, instead of 4 smaller ones as you showed), it’s not giving me the correct result.

Do you think that’s the case? If not, what did I do wrong then?

Also not quite sure which command you used before the Catmull Clark (from weaverbird?) - can you clarify that for me please?

Thank you!

P.S Obviously I had the rotation the other direction - but when I rotate it correctly it’s still not showing as what you’ve got?

Here is my script, the mesh was done by hand. I think you need an offset, it ,will control the sharpness of the border.
But I really think this must be automated in order to control the offset, the rotation, the scale of hexagons and surely others thing in order to be able to have a nice result.
hexgaon tilted.gh (16.5 KB)

Thank you! The weld and unify mesh were missing from my script, but the rest are pretty much the same, though I did play with vertex to get the original geometry done instead of modelling one and put them togehter - it works the same way

What I don’t quite understand is how you achieved the look from your screenshot - they seem to be more smooth than what I have, even compared to the ones I generated from yours. Is it because somehow you had lighting on which is what the reflections are showing and adding that extra layer of effect?

Messy to get all the vertex to work… haha

I’ll take it as a compliment that you’re attempting to deconstruct my work.

2 Likes

Great to know the author! I really love the effect and result you achieved! It’s mesmerising! I’ve left the infomration about your project up there too

I hope you are OK for me to study it though I think I got to a point where I am happy with it, but I will leave you to be the judge of it :)))

But I do have questions though - in order to get it to work on an undulating surface, what was the magic that you did?

Yes, it’s the best compliment for one to get!

Your version is pretty nice — although topologically it is more similar to this pattern, which is based on hexagons and Meshes/SubD’s:

The pattern you are referring to was modeled as NURBS surfaces, without any meshes or SubD’s. It’s challenging to pinpoint a single technique that creates the magic.

1 Like

wow amazing (secretly showing off but you deserve it)!

There must be a combonation of tehcniques I’m sure, but just on top of my head, is it to do with control points, and how you sub-divide the nurbs surface and select them to push and pull to achieve the result? I’ve done similar things with landscape where we want regular distribution of round mounds - though it was smaller and doesn’t require as many sub-division so it was managable manually.