Too sleepy to even begin to be orderly. I think this works better. I am just fooling around at this stage.
What I try to do is unroll the surface, then use the random seed, connect the dots, create mesh from them, find the shortest edge touching a vertex, take half it’s length, create range for a random radios for every vertex and map on the 3d surface.
This one applies ‘minimal distance’ slider (blue group) to edges as well as circles and uses Anemone ‘Fast’ instead of ‘Classic’, though it still requires patience. It has flaws… Such as failing to detect one circle inside of another, a problem that was solved in the old planar rectangle code but is back.
Yeah, the code is simpler, faster and seems to be more reliable at detecting circle overlaps, though it doesn’t attempt to detect circles inside of other circles. But they won’t do any harm anyway.