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overall organoid shapeI am trying to model an organoid as shown in the attached image with the label "normal tissue organoids". I have started with a cube arrayed along a curve as in the attached .blend. But I dont know how to reach the 3D form of the organoid as I cant array on a sphere? The deformation of the cubes (cells) is crucial as it gives the organic look.

Thank you very much for your helpenter image description here

Edit: I added a screenshot of how the overall organoid looks like. I need the shape to be lined with cubes as in the .blend file. Also, I need to show it as a cross section. The array in the blend file would be the rim of that cross-section.

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  • $\begingroup$ it's not clear how is the back of the object you try to achieve, is it spherical? $\endgroup$
    – moonboots
    Commented Jun 23, 2022 at 9:25
  • $\begingroup$ I think the back could be either spherical or have extrusions like the ones that give rise to the star-like shape. Thank you! $\endgroup$
    – Iam Hidari
    Commented Jun 23, 2022 at 9:33
  • $\begingroup$ you mean the back can look like the front? $\endgroup$
    – moonboots
    Commented Jun 23, 2022 at 9:37
  • $\begingroup$ The overall shape would be like a sea urchin: a ball that has extrusions to the sides. I need to show the shape as in the picture which is the organoid cut in half. Ideally I am looking for a model/object/array that has a sphere as basis and lets me adjust the shape as I need it without disturbing the cell layer. Hope that makes sense? $\endgroup$
    – Iam Hidari
    Commented Jun 23, 2022 at 9:40
  • $\begingroup$ Hi, I added a screenshot of the overall shape I am going for. Thank you very much for your help. $\endgroup$
    – Iam Hidari
    Commented Jun 23, 2022 at 9:53

2 Answers 2

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You could try some variation on this approach:

Depending on your starting topology, the top 2 modifiers in ths stack are Subdiv, and Decimate. Balancing these two will yield a reasonably jumbled triangulation:

enter image description here

When the dual is taken of that geometry, the result is Voronoi-like.

After taking the dual, this GN group creates cells from it:

enter image description here

  • It saves the vertex normals of the intact mesh, which will be needed later
  • Then splits the faces and separates them by a fraction, so they won't be welded back together in a later move
  • It extrudes the split faces along the saved vertex normals, so their sides remain parallel
  • The top faces of the extrusion, and the original geometry faces, are both rounded out by extruding again, and scaling the top faces of the extrusion.
  • The original is joined to the extrusion, and welded to it, completing the cells
  • The result is Catmull-Clark subdivided in the GN modifier, with a heavy crease on the side-wall edges, so the cells don't separate:

enter image description here

Above is the result, seen from the outside.

The method seems to extend well enough to other organic solids, and it wouldn't be too many steps to a cutaway, although this one is very crude:

enter image description here

In the comments, illustrated with an inside/outside shader:

enter image description here

Variations on this method might be useful for crazy-paving, procedural stone-walling,corn-cobs, etc.

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  • $\begingroup$ This is fantastic! Thank you very much for sharing this! $\endgroup$
    – Iam Hidari
    Commented Jun 24, 2022 at 8:48
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You can achieve this through geometry nodes. Here's a try:

First, make the single instance object of what you want the cubes/cells to look like. Then, use this geo nodes setup to distribute them all over the surface:enter image description here

enter image description here

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  • $\begingroup$ Hi and thank you very much! This looks promising, unfortunately I cannot read the node setup as it is very small in your image. Could you please post the nodes alone? Thank you! $\endgroup$
    – Iam Hidari
    Commented Jun 23, 2022 at 12:19
  • $\begingroup$ No problem, attached @IamHidari $\endgroup$ Commented Jun 23, 2022 at 12:24
  • $\begingroup$ Hi, I tried it but I cant get the cubes to distribute evenly and without intersecting at high density. The goal is to achieve a structure as in the attached blend file, where each cube connects to the neighbouring one without intersecting. I am not very good at geo nodes unfortunately. Also, the cubes need to deform in places where there is a curve on the overall shape. Please see the organoid in the 2D illustration above. Thank you! $\endgroup$
    – Iam Hidari
    Commented Jun 23, 2022 at 12:36
  • $\begingroup$ @IamHidari I've seen an answer here that does that, however, I don't remember it. Anyways, I'll check if I can do that and update my answer as soon as possible. $\endgroup$ Commented Jun 23, 2022 at 13:28
  • $\begingroup$ @IamHidari Check this out, maybe it will help: blender.stackexchange.com/questions/256558/… $\endgroup$ Commented Jun 23, 2022 at 16:48

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