I am analyzing the geometry of the lampshade pattern below. I am not looking for a step-by-step tutorial or a complete Grasshopper definition, but rather a discussion on the fundamental base shape and the underlying skeleton of the texture.
My current thought is that the base shape is simply a flared surface of revolution (bell shape). The skeleton seems to be a standard UV quad grid where the vertices are displaced along the surface normals in a staggered/checkerboard pattern to create the scales and gaps.
Is this the most logical base topology for this kind of structure, or is there a different underlying geometric framework driving this specific pattern?
Looking forward to hearing your insights on the core logic.
A hex panelization with that sort of cell topology. There might be some more bevels to achieve the exact result, but I think this might be a good starting point.
See attached definition, I used LunchBox and froGH to speed up hex and mesh generation. I did it focusing on the cell geometry, so I did not bother doing a properly closed hex panelization. hex mesh lamp.gh (44.0 KB)
But the lamp shade in the image was not designed with morphing unit pattern method, because that is a clay print, which requires every colored layer to have exactly the same height. I managed to find the right way.