I'm making an acoustic panel generator for ue4. The idea is that the incoming geometry is divided into approximately square polygons that are replaced by a pre-modeled geometry:
After subdivision, I use group by range to get the chess pattern. Everything works fine.
The problem occurs in cases where the incoming geometry does not have the shape of a square.
In such cases, it is better to work with LOT subdivision, since the result is almost square polygons. However, the sequence of polygons changes as the incoming geometry rotates, so the pattern in breaking. I tried using SORT, but it doesn't solve the problem when rotating the geometry — the primitives order changes anyway.
Is there a more suitable solution for this task?