algorithmic modeling for Rhino
So there are several ways to divide surfaces in GH; uv grids, projecting shapes onto other shapes etc.
But say I wanted to create the attached image, and have the cones stem from some type of surface division logic. What would it be? I have no idea!!
BTW: If some culling logic is required ... mastermind some and use it
Using the same Rhino file (for the test brep) try this as well:
If you opt for that it samples the random points (and therefor the cones or whatever thing due to them) into data trees according the BrepFaces found ... meaning that you can control things far more efficiently (see the preview for instance).
I'm not sure the results you get by searching for tiling will be most helpful here.
That image looks more like an example of distribution of points on a surface, which is in some ways an easier challenge, since you don't need to worry about the boundaries of the surface divisions, only their centres.
Exactly what I am looking for! So out of curiosity, does the distribution logic come from the mesh (points are center of mesh triangles) or is it using kangaroo and physics to distribute the points?