I’m trying to create a generative pattern for filling a cabinet drawer with containers. So far, I’ve only managed to make the containers themselves (don’t judge too harshly — I was doing it by intuition and I think it could be done much more efficiently).
But I really don’t understand how to generate the placement of these containers inside the drawer.
Also, is it possible to make it so that elements can be changed and the others adjust automatically?
For example: Two 1×1 modules are next to each other, and I want to merge them so they become a single 1×2 element.
I really hope you can help — I’ve already been banging my head against this for a while
You should solve this problem with topology.
Each internal line (or edge) is normally connected to two elements.
Iterate:
evaluate every element and determine its area and shape ratio (1=square, 2=rectangle, 3=long rectangle)
evaluate every line/edge and when you find the first edge that is shared between 2 ratio=1 elements, delete that edge. Restart iteration.
Very raw idea. This can be done with anemone plugin or through scripting like c#.
The problem is that its not a rule to apply always…
Its more about controlled variations of grid/area filling
Not just randomly distributed/packed 2-3 typologies in a boundary, but the abbility to control each item and change it
Looked almost through all forum, but didnt find controlled solution to this, mostly all of them are a random distribution without possibility to change specific “cell”
The closest thing to this is a solution in Blender by using nodes from Joe Bowers
user-assisted modules.gh (14.5 KB)
Bake the curves and then reference them all in the orange parameter.
Then delete the internal curves you don’t want.
Added a small c# component to ensure curves are counter-clockwise so the offset direction is coherent.
You can have “half-module” if you move the internal lines.
If you prefer to plan vertically you can replace the 3 “XY Plane” components with “XZ Plane” and the 2 “Unit Z” vectors for the extrusions should become negative Y vectors and Cull Patterns should use Y…