Hello, I’m new to Grasshopper and I need some help. I have a Voronoi texture on a surface. How can I achieve the effect of the texture gradually dissolving into randomness from bottom to top? Thanks in advance.
I guess that he means using variable density (according some rule/attractors/whatever) pts on a convex BrepFace (that belongs to a soild Brap … so the bool diff ops can work). Like this (“even” rnd pts) but with some more elaborated pt placement.
the geometry is populated with random points, then for each point you measure to the distance to an attractor curve (note: in this example the distance is linear, not measured along the surface…)
these values are remapped [0,1], graphed, and then used as comparer to random values in the same [0,1] range: this way, the graph defines the probability for a point to survive, based on its (linear) distance from the curve:
on a side note, you can use whatever you want in the graph… for instance if you don’t want to use “distance from attractor curve” but want to use UV values of Surface closest point (U or V dependeding on how Srf was created… you want the “vertical ones” ) gives you a different control?