Need help creating a hexagonal/triangle cloner setup


#1

Please see attached image of the type of mograph cloner setup I want to create. The actual detail of the pattern is no important, but more the overall system of the individual triangles arranged in a hexagonal grid. I want to be able to affect each triangle with various effectors to create the variation. I can’t seem to generate even a simple hexagonal grid that looks like this example, as I get some offset in the columns that I can’t seem to adjust.
Has anyone done something like this, and can share some examples?

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#2

I did not build this with snapping on so the alignment is a bit off but is this what you had in mind?
Grid01.c4d (258.7 KB)


#3

Quite easy to do with the honeycomb setting in the cloner


#4

Heres another version showing how you might mix and match hexagonal tiles.


#5

thanks guys.
Lon’s is what I need, since each triangle is expressed, rather than a hexagon made of 6 triangles


#6

actually - looking at the setup, it doesn’t really allow for proper effector influence.
But I"ve played around a bit myself. The hexagon cloner actually doesn’t work for this particular setup (seems weird) - but two grid cloners (each with a triangle) allows me to get what I want.


#7

triangle-hexagon_cloner.zip (94.0 KB)
here’s my setup, in case anyone has interest.


#8

Allow me to troll this thread a bit.
Does this look ok?


#9

Nice noseman!


#10

Thinking aloud, I think it might be possible to do this without a cloner and just a Plane, Voronoi Fracture and Fields with a teensie bit of XPresso.


#11

impressive, Noseman! any chance you could share your setup? are you using a shader effector?


#12

Infograph, I would be very interested in seeing a xpresso setup :wink:


#13

Here’s the file.
The setup is fairly simple, and the main difficulty is how to align clones to the desired shape.
I am using a Cloner in Honeycomb Array Mode, BUT then I’m using the Formula effector to move and rotate every other clone to make the flipping triangles and thus generate the final shape.
The cloner “Clones” are set to “Sort”, therefore you can control which clone appears where (from the 4 available - you could add as many as you want) by defining the Max value in each field.
You can use any field to control that, including a shader.