# Geometry nodes - Fast way to create a sphere with hexagonal extrudes and separated faces

I want to create this abstract sphere (attached image)

I am wonder if it is possible to create it in a fast way. I tried to create a cub and apply subdivision and cast to transform into a sphere, after that I added particles with custom render object (cylinder hexagon), but doesn't look symmetrical... Who can help me... thanks!

• Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the edit link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?"" Commented May 11, 2023 at 11:33

Start with an Ico Sphere, through the Dual Mesh node and extrude the faces by a random factor:

And here is a slightly more complete example that also creates the distances between the objects, as well as a fully closed geometry:

• But it's not made out of regular hexagons then. There are some pentagons and they are deformed. :D Commented May 11, 2023 at 10:50
• @MartynasŽiemys ...we'll take care of that in post-production. :D Commented May 11, 2023 at 10:53
• That's a good point :D But I think the hexagons being nice and regular in the reference image is part of the whole visual mood. Of course there is this "mathematically impossible" nonsense, but I still think it would be nice if they were regular. Commented May 11, 2023 at 11:08
• @quellenform I have made something quite similar, but I thought it would be simpler to just split the edges to have the faces you need for extrusion and flipping... my setup Commented May 11, 2023 at 13:00
• Don't have time for an answer now ... GN -> add sphere (or start from one), instance on points using cylinder with 6 sides aligned with the normal, random length and in shading colour based on random index as well. Initial set up is a only a few nodes and anything else is gravy after that to make it look even better.
– AJD
Commented May 11, 2023 at 19:51

This solution is procedural and only has hexagons. Start with an empty geo nodes object, then add an ico sphere. From there we create and realise instances on both faces and vertexes (but not corners, because that seemed to create issues). After that, we colour, in the same way that Tobias Einarsson did.

Main node line:

Create instances: In the above group, we take the geometry (ico sphere because it is a regular shape), convert the mesh twice to points, on the faces and on the vertices. We then join the two sets of points so we can work on them. The next step is to create instances on the points, using a curve line because it is easier to work with. The curve line is aligned with the normal, which was captured as we entered the node group. At the end of this step we have a series of curves.

Realise instances: In the above group we take the series of curve lines and instance them so we can tailor the individual lines. Firstly we trim the curve so that they are random lengths (using a random value). The amount of trim could be exposed as an input but I have not done this here. The final step here is to convert the curves to a mesh, using a curve circle of resolution 6 (the hexagon) and filling the caps.