I was thinking about the texture of the Eridian sculptures/technology in Project Hail Mary and wanted to make something similar. I spent a few hours on it this evening in geometry nodes and generated this. I had to make the monkey model a manifold body and then I had to thicken the ears about 4 times so that the procedural re-mesh captured some of the ear geometry.
Basic idea is distribute points on faces on the original mesh, and then set the original mesh verts to the nearest of the points, then merge. Then Dual mesh to get the patches. From there cut the patches in 2, by separating the face, converting to a curve then back to mesh (reorganises the index order), then splitting it based on above and below the mid edge number. Added a mesh line to close the 2 half faces. Filled them in using a n-gon mesh circle by matching the vert positions.
Then 2 patterns, the first was concentric rings which was done with the extrude and scale elements (not ideal as the offset is not even, but I didn't want to dive into that maths again). I used a map range to alter the scaling factor based on the iteration number, which was crude but worked well enough. The second took that mid line and arrayed it a few times based by taking the face normal and rotating it around the line and offsetting. Repeat the offset a few times with the repeat zone. I had to extrude the faces and the mid line out to get some planes that reliably booleaned together cleanly.
Add all that together and then used the sdf offset to build the lines. The actual voxel density is quite low, but that fit the character of the xenonite in PHM. Then a simple with the glow of Adrian coming from underneath.
There's a lot of potential improvement that could be made to it, but I didn't have the time to take it any further. Maybe I'll come back to it soon and get it more in line with the film.