Path-distance-based Voronoi grid adaptation on complex geometries

Hello everyone,

I would like to create a Voronoi structure on this brep. The peculiarity of this structure should be that it gradually becomes smaller as it gets closer to the boundaries, through an adaptation of the grid itself. Please find attached the current version, which still uses a uniform Voronoi structure. However, the process will likely need to follow a different strategy.

By “closer”, I don’t want to refer to the linear distance of each cell, but rather to the path distance (where the path is pulled onto the brep).

Any suggestions are highly appreciated.

Thank you so much. Cheers.

Example.gh (9.9 KB)

Example.3dm (221.7 KB)

EDIT: it would be really interesting to adapt the Voronoi pattern based on the FEM analysis (denser cells in weaker areas, and vice versa).

You may give it a try with ShapeMap

SM_Voronoi.gh (26.5 KB)

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That would be really nice, but I’m still on Rhino 7.

You can try it with the 90-day Evaluation of Rhino 8.

Will do, thanks.

Is there any feature that allows adapting the Voronoi layout according to something like FEM results (denser cells in weaker regions and fewer in stronger ones)? That’s ultimately what I would like to achieve.

Thank you

You can use remesh by color…

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You can try using PanelingTools to achieve it, here is a demo about point attraction.

PanelingTools for Rhino and Grasshopper | Food4Rhino

SM_Voronoi.gh (31.0 KB)
SmPtVoronoi

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Look here:

And here:

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Thank you Martin

Hello Martin.

I did this and nothing else. The FEA is just hypothetical (and that’s fine), but I don’t understand how to transfer the color information into the CirclePacking.

On the other hand, I’ve found another approach (using more points than needed and then culling them randomly approaching the green area). However, I’m stuck with that as well. :slight_smile:

Example.gh (19.3 KB)

Like said by Martin

Click on button, and if it didn’t work click ….

Example (2).gh (11.6 KB)

2 Likes

Hello Laurent,

I tried, but it doesn’t work on my brep (internalized in the GH attached)

Example (3).gh (128.8 KB)

A bit better there, not easy to make Remesh By color work.

First use boundary edge, not internal ones

Change the radiuses range

and seems triremesh is better

Example (3).gh (28.0 KB)

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Thank you Laurent.

I see that with this approach the pattern looks more regular than before (the hexagons are clearly visible). Can it be made more random?

You can add noise, put less iterations …

Example (3) and noise.gh (31.9 KB)

Noise From Nautilus plugin but you can use whatever noise you want

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