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Our intention with this experiment was to create a hexagonal grid within the tile boundaries which could be universally distorted to create topography or other dynamic surfaces for de-centralized irrigation to the edges. The channels for water flow are derived from this grid using a simple script and are embedded within an undulating surface so as to appear and disappear with the changing elevation.  Through triangulation, we were able to manipulate the vertices of the grid independently in order to provide pathways for the flow of water, and allocate the zones for collecting and dispersing the water to neighboring tiles.

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Using the Delaunay triangulation as a springboard for scripting, we positioned outside vertices of the geometry at the prescribed exits points for the water flow. The interior of the triangulation was populated randomly, but with an emphasis on creating a decentralized pattern. We then deconstructed the mesh in order to prescribe the simple rule that additional curves should be introduced for each side of every triangle, and that their geometries should be defined using the end points of each side and the centroid of the triangle. Hiding the original triangulation, we further disguised the underlying hexagonal grid and established the basis for our water flow.

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