I think I have found a way to re-create this pretty much exactly.
1- Start by making a messy triangulated mesh. In this example, I did this by subdividing random faces, then decimating the result.
2- Add a geometry nodes modifier. Use the “dual mesh” node. This will invert the mesh, turning every vertex into a face. The result looks a bit like voronoi.
4- Add a subdivision modifier. Here, I added 2 of them. A first one in “simple”
mode, then an other in “Catmull-Clark” mode. This allows the shape of each cell to be stretched less. For more control, you could instead add edge loops manually where you want the web to keep its shape more.