Equal UV distribution on different surfaces

Hi everyone,

I’m looking for help understanding how to create an evenly distributed pattern across multiple surfaces that were modeled in Alias and then imported into Rhino and Grasshopper.

The surfaces are made up of several filleted and trimmed patches, and each surface has a different UV parameterization. Because of this, when I generate points, curves, or any parametric pattern in Grasshopper, the pattern becomes compressed, stretched, or uneven near the trimmed edges and across the different surfaces. My goal is to have one continuous pattern that flows seamlessly across all the surfaces while maintaining a consistent shape, spacing, and density.

I’m still learning Grasshopper and have a basic understanding of its components, so I’m trying to understand the correct workflow rather than just finding a quick fix.

Specifically, I’d like to learn:

  • How to deal with trimmed and filleted surfaces imported from Alias.
  • How to create a uniform point distribution across multiple surfaces.
  • How to align or rebuild UVs so the pattern remains consistent.
  • What is considered the best practice for automotive Class-A surfaces.

If anyone could explain the workflow from a beginner’s perspective or recommend tutorials or example Grasshopper files, I would really appreciate it.

Thank you!

From a topological point of view your polysurface is a rectangle so you could create a 4 sided surface and pull points from there to the polysurface and then use some Kangaroo magic to distribute the points.

Or try the recently added plugin ShapeMap

thank you so much will try to use that

i face the same issue with it and as these not only rectangular but has some fillets as well so i guess

can u please help me with some steps as I’m quite new to the software so

Hi Noel -

To make it easier for others to help you, please always post the relevant .gh and/or .3dm files.
-wim

Hi yea this is the .3dm file

multi surface.3dm (460.5 KB)

The polysurface is not curved too much so I think you could get a good result with this process here:

  1. 2D scale the brep so it becomes planar.
  2. extract the borders
  3. rebuild the borders so you have 4 segments
  4. create a new planar base surface
  5. divide the surface
  6. pull the points to the 2D brep
  7. find closest points on the surface segments of the 2D brep
  8. evaluate the UV coordinates on the curved brep

multi surface mrtn.3dm (602.3 KB)

multi surface mrtn.gh (16.0 KB)

This can be streamlined with ShapeMap but I won’t be able to assist you with that.

Thank you so much that exactly what i wanted

I was actually trying the shape map tool if any one can help me in that it would be great as i wanted to see how it works exactly

@jessesn is the Shape Map man :slight_smile:

I’m not sure if this is what you wanted, just fyi.
ShapeMap.gh (56.3 KB)

BTW, here‘s a guide on using the ShapeMap — hope it works for you.

Thank you so much this is what i wanted

I have another question ,the line which was made for the L0 and L1 how was it made like how the line are defined of them is it based on the surface and does it have to me equal and L1 has to be on the XY plane??

I got the answer in the link thank you so much everyone it was a great help.