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I’ve been dying for an equilateral triangle grid mesh within geometry nodes for a while now!

enter image description here

I was attempting to make an equilateral triangle grid that can be controlled by the input parameters

  • length of a leg (float)
  • number of triangles in a row (integer)
  • number of rows within the grid (integer).

Obviously, I failed.

enter image description here

Can someone help fix my node tree by incorporating these parameters or come up with his/her own for this request?

enter image description here

Below is my attempt


Blender 4.1.1

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3 Answers 3

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Nothing elegant or unusual about this one at all, just plumbing..

  • Triangle : Mesh 3-circle, origin to mid Y.
  • In a row,every triangle rotated by pi*index
  • Duplicate rows as instances, every other row flipped by Y scale -1
  • Welding, face-flipping, to tidy up
  • All scaled at end to input edge-length

enter image description here

Options to fill, and point up / point down, for triangle 0.

enter image description here

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  • $\begingroup$ really, Really, REALLY COOL!!! I had to wait until I got off work and gone home to test this out and this went beyond my expectations. 😆 $\endgroup$
    – Obfuscate
    Commented Jun 5 at 22:05
  • $\begingroup$ The Parity parameter was especially clever. kudos! 😁 $\endgroup$
    – Obfuscate
    Commented Jun 5 at 22:07
  • $\begingroup$ @Obfuscate Thank you! I was hoping for a snappier way to do this, someone may yet come up with it. $\endgroup$
    – Robin Betts
    Commented Jun 6 at 6:06
  • $\begingroup$ "snappier way to do this" - I would go for my double thonk solution + removing the excess :D $\endgroup$ Commented Jun 6 at 8:37
  • $\begingroup$ @MarkusvonBroady True. That would knock out a fair bit of faffing with rotations and reflections. $\endgroup$
    – Robin Betts
    Commented Jun 6 at 8:50
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🤔

Unfortunately the subdivision method doesn't work because it's different in geonodes than in the edit mode... How do you create a triangle pattern in a plane?

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  • $\begingroup$ Compared to my first try, I gotta give you 100 out of 10. lol. Really efficient! $\endgroup$
    – Obfuscate
    Commented Jun 5 at 20:26
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🤔🤔

You may want to realize instances and merge by distance.

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    $\begingroup$ 😂 lol. I thought this was just a rough attempt until I saw the comment you made on Robin's answer. I had to personally flesh out the final details to understand how your node tree actually works! +1 imgur.com/a/HmU2XHq $\endgroup$
    – Obfuscate
    Commented Jun 7 at 2:05
  • $\begingroup$ @Obfuscate the diamond could work like this too, but the diamond is very wasteful. Theoretically it could still be possible that the cost of temporarily hold a lot of unnecessary triangles is lower than the cost difference between spawning triangles in geonodes and in C++ implementation of geonodes (meaning, the less nodes you use the faster it is). This here is not very wasteful, at most you have to remove 2 rows and 2 columns, but you could reduce it to at most 1 row and 1 column is you dynamically adjust the repeated group. $\endgroup$ Commented Jun 7 at 9:52

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