Hi dansemen,

Thanks for the formula! I used <0.01 instead of zero to have a little wiggle room. This enables reasonable calculations, with an error of just 1%.

Otherwise, the Voxel Size would need to be much smaller.

Here is the formula, so it works in Cinema4D

?(((cos(px)*sin(py))+(cos(py)*sin(pz))+(cos(pz)*sin(px)))<0.01;1;0)

I would create one “unit”. Then perhaps straighten the edges or model based on that. Either way, this is an example, and if used as clones after being turned into a Mesh (Current State to object), you can do large areas with it (Cloner>Multi-Instance)

The unit, as far as I can read it from the formula, would be 360cm long, which should be set in the Formula entry “scale”, inside the Volume.

If you need it “thicker, change the S.Z value from 180cm to what you need. To create a sphere like, you have either use the results and place it again into a Volume and “boole” it internally. The unit would be then 360cm in X, Y, and Z.

Here is the file

https://www.dropbox.com/s/97aiunj17soz9l5/CV3_2023_drs_22_VOfo_11.c4d.zip?dl=0

All the best

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