Simple gradient voronoi

hello is there anyway to create this simple gradient voronoi pattern?

Hello
and why not searching a bit yourself. There are tons of examples available with some clicks.

hey mister laurent , yes i did search quite a bit myself but i didnt find something that resembles how circular the voronoi cells are , i did figure out the gradient part myself and i tried making it circular but its still not that circular


voroinoi gradient.gh (13.1 KB)

There are many ways
you can extract the point of the polygon and cull points that are too close then make a Nurbs Curve.
You can offset 2 times, one time inward then outward

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how do i cull the points that are too close to each other?

Use Cull Duplicates

i did use cull duplicates but its still not that circular as yours shown in your picture


voroinoi gradient.gh (14.5 KB)

i didnt understand the offset two times process , can you explain it to me please?

The way to smooth something could be to offset inward (negative with some tools) then offset outward (positive with some tools) with round fillet.
To do that I choose Clipper (many plugins in Food4Rhino, I still use Clipper 1 but 2 is also available)
Clipper tool just accept strictly positive offset and outputs Inward and Outward offsets.
In order to have maximum offset distance I use a tool from Nautilus Medial Axis From Region TREE
Then I multiply the radius by a number ]0 1[ to get a smoothing factor
Here 0.3


Here 0.9

And if you want better gradient it is far better to use some circle packing or Remesh By Color, so you make a Colored mesh (black and white indeed) the after some click on the button Remesh by Color will do its job. I choose here a curve to do the attractor and a Graph Mapper.
You can use a real image or Noise …




Voronoi gradient LD.gh (16.4 KB)

Here a noise



6 Likes

Hi Laurent,

Thanks for your excellent answer and sharing! Could I ask if we can set a fixed number of mesh for the RemeshByColour component?

Hello, if by number of mesh you mean number of faces, the answer is no. But

Number Of Faces \approx \sum Coeff*Initial Mesh Face Area * brightness

Hi Laurent,

Is it possible to use any other ways to control the number of faces (the number of nuclei) to generate the gradient voronoi?

Hi @yinan_zhu

Another alternative to using remeshing is to use circle packing, as Laurent suggested earlier.
This will allow you to control the number of points directly.
Then instead of drawing circles centred at the resulting points, you would input the points to the Voronoi calculation.