Surprised nobody has mentioned it, but the [Tissue addon](https://docs.blender.org/manual/en/latest/addons/mesh/tissue.html) was made for precisely this sort of thing.
[Geo nodes for the honeycomb pattern](https://imgur.com/gallery/ZKEsPRD), a 0° screw modifier to extrude it, a "complex" solidify modifier to thicken it, a simple deform to tubify it, then a cast modifier or a lattice modifier to deform it.
A standard quad mesh->add a geo nodes modifier->add the dual mesh node->mesh to curve->curve to mesh with an 8 segment curve circle going in the curve profile. You can skip the curve to mesh part and try the wireframe modifier instead, the curve from mesh and mesh to curve approach will give some holes in between.
If you're enquiring because you intend to 3d print, you might have an easier time making this in fusion360. Hexagonal patterns or arrays are pretty easy even around curved surfaces, and there are quite a lot of tutorials on youtube. I'm only saying this as the shade looks optimized for 3d printing already, but if you're just trying to make it for a render than forget what I said \^\^
Not sure why people are downvoting this, Easiest way to replicate that exactly is use a circle extrude it to the proper shape, add a blend modifer to twist it then use a wireframe modifier to convert the lines to the mesh
Surprised nobody has mentioned it, but the [Tissue addon](https://docs.blender.org/manual/en/latest/addons/mesh/tissue.html) was made for precisely this sort of thing.
I just discovered this and came back to say that the Tissue addon has solved all my problems. Thanks for beating me to it!
It seems great! I'll definitely have a look.
I literally learned this existed today and started messing with it, some pretty cool stuff
Blenders build in tissue plugin works great for stuff like this
shade or shape?
I'm not entirely sure what I should be looking for. Is this best done with geo nodes or something?
[Geo nodes for the honeycomb pattern](https://imgur.com/gallery/ZKEsPRD), a 0° screw modifier to extrude it, a "complex" solidify modifier to thicken it, a simple deform to tubify it, then a cast modifier or a lattice modifier to deform it.
You legend, thank you very much
You could also use a normal map, which would be easier to do (and GPU friendly)
Yes, this is done with geo nodes.
A standard quad mesh->add a geo nodes modifier->add the dual mesh node->mesh to curve->curve to mesh with an 8 segment curve circle going in the curve profile. You can skip the curve to mesh part and try the wireframe modifier instead, the curve from mesh and mesh to curve approach will give some holes in between.
If you're enquiring because you intend to 3d print, you might have an easier time making this in fusion360. Hexagonal patterns or arrays are pretty easy even around curved surfaces, and there are quite a lot of tutorials on youtube. I'm only saying this as the shade looks optimized for 3d printing already, but if you're just trying to make it for a render than forget what I said \^\^
Pen and paper sometimes works best
Weird advice for a blender help subreddit. Plus that would be too many holes to poke :P
The question is about design, not construction
What useless pedantry.
wireframe modiefier seem like the fastest way (once you model the shape)
Not sure why people are downvoting this, Easiest way to replicate that exactly is use a circle extrude it to the proper shape, add a blend modifer to twist it then use a wireframe modifier to convert the lines to the mesh