I want to create this picture, except going on for the entire plane, and just the geometry, not with multiple shapes. Is there a way to do this? (not with the going over lines)
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$\begingroup$ Hello :). Do you mean a triangulated plane or a texture? What have you tried so far? $\endgroup$– jachym michalCommented Mar 24, 2021 at 21:28
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1$\begingroup$ I meant the geometry of the plane, so if I moved a vert and had proportional editing on, the surface would be a lot of triangles like a hill $\endgroup$– ClobroCommented Mar 24, 2021 at 21:33
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$\begingroup$ Perhaps related: How do I stack triangles into a bigger triangle with array modifier? $\endgroup$– jachym michalCommented Mar 24, 2021 at 21:41
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$\begingroup$ no, like the triangles are in the plane without anything changing $\endgroup$– ClobroCommented Mar 24, 2021 at 21:56
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2 Answers
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Just to add to Markus von Broady's answer:
- Shear the result by -0,5
- Scale by √75 (0,8660254...)
- Done
Tadaa...
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$\begingroup$ wait but its not equilateral help! $\endgroup$– ClobroCommented Mar 24, 2021 at 22:42
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2$\begingroup$ Or you could rotate an edge 60°, make a face and subdivide that :) i.imgur.com/JHHxkpW.gif $\endgroup$ Commented Mar 24, 2021 at 23:31
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1$\begingroup$ @Markus Now that's just stupidly simple. Or add a circle with 3 sides. Aaargh... :D $\endgroup$ Commented Mar 24, 2021 at 23:34
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3$\begingroup$ Instead of typing
0.8660254
into the y-scale filed, just typesqrt(0.75)
. Blender will evaluate simple Python expressions like that for you :) $\endgroup$– maddin45Commented Mar 25, 2021 at 12:05
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The fastest way I can think of is to divide a plane into 2 triangles first (e.g. select opposite corner vertices and press J), then select both and subdivide.
You can also use Subdivision Surface + Triangulate modifiers:
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1$\begingroup$ This is probably the closest you will get to triangles. In the picture you shared, a square is impossible, so it will never fit the mesh right. $\endgroup$– RelevredCommented Mar 24, 2021 at 21:47
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$\begingroup$ @Clobro I don't have time for a full answer but: add a circle with 6 sides, in edit mode, extrude but don't move vertices. scale to 0 and weld, you now have one hexagon. Use the array modifier to make as many as you need. $\endgroup$ Commented Mar 24, 2021 at 22:07
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