Hello every one,
I would like to ask two questions, according to nautilus plugin. In my work, i want to create groups of cubes with uniformly distribution of points, which will be a voronoi’s centers. I occured two problems and i cant solve it.

I want to create cubes with specific porosity (for example 30%). When i am doing it by ‘cubic distribution’ and set for example 500 points i get 62% porosity, but when i increase number of point even a little for example to 510 i get over 70% porosity (i cant set anything between). What is the problem? Can i solve it in some way?
First example:

Porosity:

Second example:

Porosity:

I want to create cubes with hexagonal distibution of points, and i have to set the box with dimension: 30x30x30 [mm]. When i pick hexagonal from ‘populate box uniformly’ Rhino crushes and i cant do anything (even when i was waiting 1 hour)? Do you know what the problem is?

Hello
the “maximal number of points” is a sort of security in order to have not too much points because many point will lead to long calculation time of the Voronoi component. And I didn’t put a limit for the hexagonal component so you have 38958 points !!! This is a bug. I must put a limit. It will be in next version.

And as we deal with similar polygon I must have put Voronoi cells outputs, so it will be no necessary to use Voronoi component for so “simple” configuration.
So I advise you to use the step size that is usable. Let says between 3 and 4. And put a Dam in order to control

I think it is not true but your way of calculating porosity is not perfect.
Porosity could be estimated if there are a great number of cells or using a unit cell.
For example with a cube unit cell porosity will be a function of the ratio between rod radius and cell size.
So it could be better you use a unit cell (simple for cube as it is a Box) and change the radius to calculate the porosity. You will end up with a sort of S function. Porosity as a function of radius.

Oh Now i am understand. That is game changing answer to be honest. If you don’t mind, because i see that you are perfect teacher :D. You said before, that i dont need to use voronoi block, when i am doing uniform distribution. What is the easiest way to connect the points and get rid of the voronoi function? I know there is a lot of options, but which one is the easiest?

I am really sorry, maybe i was not precise. I want to create some distribution of points, for example this cubic or hexagonal one. When i do it, i am getting some number of points and now i want to just connect this points with each other, nothing more. I just want to create this boxes, by connecting points, not by using voronoi rules.