Selection of facade tiles based on an image sampler

Hi guys,

A very dumb question since I haven’t used gh for a while (never a fluent user) and am forgetting things… I have a very simple task for a building facade design option, which will be diamond shaped tiles, and I want to cull index based on a image sampler. I figured out how to get the centroids, but can’t seem to figure out how I can then apply the selection back to the diamond shapes… refer to screenshots attached.

Can’t be more straightforward but I just can’t seem to figure out…

Any advices would be appreciated!

I guess the image sampler is set to brightness in order to get values in the range [0,1]

you are using a Cull Pattern component, that deletes all the False items (in this case Brightness < 0.5) and keeps the True items (Brightness >= 0.5)

you can either copy and paste another identical Cull Pattern on the canvas, right click on the input and chose “invert”

or use something like Unweave to split the list based on the image sampler pattern

that is from a plugin, I guess… do it accepts more values apart from 0 and 1?


Use Dispatch if you don’t have Unweave.

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oh yes, you’re right, it’s from TreeSloth… (and yes, you can add outputs)

I think I’ve never used GH without Treesloth, Weavebird, Lunchbox, Mesh+ and Human/Elefront :slight_smile: I just download them “by default” when I do new installations (actually also Pufferfish is pretty much always present…)

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Thanks @maje90 I used dispatch as it did the same thing for me

Hi @inno good to see you again! You helped me with my brick pattern request last year!!

I guess I didn’t make it clearer - I was trying to select the diamond shapes of those centroids, instead of reversing the pattern (brightness that’s right).

I figured out it out - maybe not the most straightforward way, but it worked for me.

Though I do have another roadblock now since the surface that I’m working with has some non-planar ones, and I’m getting stuck on the plane of each of the “tiles”, as I want to create a 3D tile where the bottom vertice of the diamond steps out from the one below, as how it would be built (though some cheating as I didn’t code the “overlapping” part). Let me post the new question in a new reply below.

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@inno lol I think I solved it myself again just now… I used centroids of all diamonds but didn’t pull closest back to the original surface, which resulted in the normals of these surfaces being slightly off than perpendicular. So far it’s going good :slight_smile:

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exactly :+1:

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Thank you @inno - save me from another step where I thought it was necessary (from watching another youtube tutorial)! :saluting_face:

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