Cycles Procedural Honeycomb Tiles

by Duarte Ramos in Materials, Shaders, Textures

Cycles Procedural Honeycom Texture - Procedurally generated honeycom-like hexagon tiles pattern texture for the Blender Cycles Render Engine


  • Fully procedural - No pixelation or external editing required
  • Implemented as flexible procedural texture - Three independent RGB color inputs for alternate tile colors and stroke color
  • Can be used directly through RGB input or as mask - Mix any other colors, textures or even shaders
  • UV mapping optional - Unwrapping is not required
  • Can use any texture coordinate type - Generated, Object or UVs
  • No OSL used - Works both on CPU or GPU
  • Easy controls for all parameters - Radius and true stroke width
  • OpenGL viewport preview ready - See how the texture will look prior to rendering without expensive or slow viewport preview
  • Sanitized input - Values are internally limited and sanitized to proper values to guarantee valid and expected results as best as possible
  • Animatable input - Animate all parameters for slick effects
  • Combine multiple textures - Overlay multiple textures in creative ways with different parameters to achieve inventive new patterns.

Great for hexagonal ceramic tiles, wallpapers, honeycomb structures, abstract patterns. When used as alpha map can simulated low geometry perforated surfaces like metal panels, or mesh grids, nets, wire fences, and many more.

In you current project or working blend file append or link the Cycles Honeycomb Tiles node group by:

  1. Going to File > Append > or File > Link
  2. Browse to locate the unpacked file Cycles_ProceduralHoneycombTilesR##.##.blend
  3. Click on the file and navigate to the NodeTree datatype
  4. Choose the Cycles Honeycomb Tiles node group.
  5. Use it in any of your own node material by adding a new node group
  6. Press Shift + A to open the menu to add a new node
  7. Under Groups pick Cycles Honeycomb Tiles

A node with the following appearance should be added

Now use it as any regular Cycles texture node.

Be sure to provide it with adequate texture coordinates with a Texture Coordinate node. Object or Generated should do fine for most situations and are quick and simple to use. For additional refinement you may use UV mapping for better control.

You can then use the node freely either directly to control color of a shader or as a mask. Like with all Cycles textures you can use it to mask both colors, textures or even between shaders.

Combine it in inventive ways, by changing texture UV offset or rotation and scale, in different blending modes to achieve creative new patterns.

How do I make additional patterns?

How do I achieve those additional patterns seen in some of the demo images?