The problem This process is currently too manual and not very convenient. I have to move the points every time to find a good composition. And i feel like my approach with the randomizer is a bit off because I can’t seem to get it to generate large enough blocks
What I want to achieve I am looking for a way to fully automate this. I need the composition — including block sizes, positions, and proportions — to be generated procedurally. Ideally, I’d like a single seed slider that changes the entire variation.
Questions
What is the best way to randomize the position and “strength” of attractors so they don’t overlap chaotically but create a balanced composition?
Is there a more efficient way to group cells into rectangular blocks other than my current distance-based logic?
I would be very grateful for any ideas or examples of similar logic!
Yes, you’ve really got the gist of it! That’s exactly what I’m aiming for—to create not just a random pattern generator, but a design code. It would be interesting to try your approach: each building gets its own unique palette (for example, 2–3 shades of the main colour)
I decided not to implement the strict logic with color themes (Red/Green/Mouse). I wanted to keep the script a bit simpler and just achieve an effect of randomized color blocks across all surfaces. However, instead of a standard Random component, I used a Spatial Hashing method: I took the X, Y, and Z coordinates of each facade’s centroid, ran them through math operations (division, rounding, and multiplication), and used the resulting value as the Seed for the Random node.