(I originally posted this in a old thread with the same topic but I think no one is active in that thread and the latest post have not been replied to for approx 2 years, so I created a new one)
I want to add the voronoi shapes within my own volume. The tutorial that I have followed created the voronois within a box generated by the script. So I tried to replace this box command with a command called Geometry and then right klicked on it, and klicked “set on geometry” and choose the shape that I created myself. But it did not work, the script creates voronoi shapes outside of my geometry. What am I doing wrong? Maybe I can not use the box command and create “regular” boxex to be used as guiding template for the script to follow?
the Voronoi3D component wants specifically a Box object as input, so if you provide another type of geometry (like a Brep in the shape of a box) it will just convert that Brep input into the “bounding box (World.XY oriented) of that particular Brep”
What I am looking for is to be able to create my own shape where I can apply my script of the Voronoi3D. It does not have to be a box, it could be organic shapes. For example I have seen in another post that people have applied the vornoi shapes to a form of a snake or a skull.
Lets say I want to fill this shape with voronoi3D:
I think I made it work now with some if my own modification. I saw that you managed to colour the different shapes. Is it possible to paint my panels with different colours using a script? So when I bake them they will have different colours when I render the model. Please see attached picture of what I mean.I hope you can see what I am trying to explain in the picture…
I try to have this geometry as different bodys also but stil does not work. I want to be able to create a shape that follows the interior of a building but this might be to advance for gh scrapt to use?
so when PointInBrep is used, because a Closed Brep that can contain points does not exist, every point is considered as being outside of the brep, thus Dispatched into the “not contained” list, and the Voronoi component receives no point to work with at all
the problem comes from this part being somehow welded to the brep but you can see from the wireframe that a wall is in-between:
WellI took I an alternative path, Been working on imbedding geometry into the voronoi diagram for weeks now =) Using curve - data tree- flatten tree- populate 2d- voronoi 3d. Bit confused when to use cull pattern an solid union? Also by what means does one go from Cell to curve? Ive got the solid portion on lock no color coded, bit confused. Finally, what to do with these blocks to get a appealing voronoi form?
So I have successfully made a couple of bodies into a 3d voronoi, but one of them just doesn´t work, the script is having problem converting the shape into a 3d voronoi. The other ones with similair shape worked fine. Why won´t it convert this particular shape intro 3d voronoi?
the other small surface had to be rebuilt, here is the resulting closed solid internalized in the starting Brep parameter (it looks like the definition starts working correctly, I didn’'t check what happens afterwards)
Thanks so much for the explanation and help. I learn so much from you in this thread!
Unfortunately I can not get it to work with the surfaces between the “pipes”. Maybe it is easier to create a new similair shape and just try again with the script.