# Modeling an organoid

I 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 help

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.

• it's not clear how is the back of the object you try to achieve, is it spherical? Commented Jun 23, 2022 at 9:25
• I think the back could be either spherical or have extrusions like the ones that give rise to the star-like shape. Thank you! Commented Jun 23, 2022 at 9:33
• you mean the back can look like the front? Commented Jun 23, 2022 at 9:37
• 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? Commented Jun 23, 2022 at 9:40
• Hi, I added a screenshot of the overall shape I am going for. Thank you very much for your help. Commented Jun 23, 2022 at 9:53

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:

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

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

• 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:

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:

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

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

• This is fantastic! Thank you very much for sharing this! Commented Jun 24, 2022 at 8:48

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:

• 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! Commented Jun 23, 2022 at 12:19
• No problem, attached @IamHidari Commented Jun 23, 2022 at 12:24
• 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! Commented Jun 23, 2022 at 12:36
• @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. Commented Jun 23, 2022 at 13:28
• @IamHidari Check this out, maybe it will help: blender.stackexchange.com/questions/256558/… Commented Jun 23, 2022 at 16:48