all the other rules.
2. No Flattening! use path shift / trim tree instead of flattening.
3. No Path Mapper! I have never met a data operation with the path mapper that could not be achieved through relative means.
4. No Simplify! It makes things *look* nicer but believe it or not those zeros are meaningful and shouldn't just be eliminated. If you are OCD about the way your paths look, then Path shift after every operation that introduces a new branch level (a new "0" at the end) IF AND ONLY IF you are sure that in the case of your definition the component will always function "1 to 1" - that is, for every single input there is only one output.
5. If you absolutely must flatten (to take a global bounds, or generate random values for every item, or whatever) be sure to Unflatten before continuing.
6. Design for the worst case - start with primary inputs in the most complex data structure your definition is likely to need to be able to handle (a tree for instance) rather than a single item.
If you follow the above rules, 99% of the time your definitions will respond appropriately to any change in upstream data structure. If you want an example of how this works in practice, post your definition and I can help find "relative" approaches to the "absolute" things you are currently doing. …
t BBox will then be mapped relative to the UVW space of that box to the new target boxes.
Where your definition is slipping up is the data matching aspect of GH. You have two lists (that count). One list contains 100 items of target boxes and the other contains 2 items of geometry. GH defaults to the Longest List data matching
List A --> List B
Target Box A0 --> Cuboid
Target Box A1 --> Cylinder
Target Box A2 --> (Oops List B has run out of items. Now GH will repeat the last item = Cylinder)
Target Box A3 --> Cylinder
.....
Target Box J9 --> Cylinder
Solution
There are two approaches to rectify this the most logical would be to group the geometries into one object (What you had in mind with the bounding box) to do this use the Group Component on the Transform Tab > Utility Panel.
The other approach is far more common in GH mentality. Use the Graft, right click the G input of Morph and select Graft from the Context Menu. This places all of the items in the List on to separate branches. Creating a list of lists (although these new list only have one item). When GH now tries to data match them it will apply the whole of the first geometry list (Only the Cuboid) to all of the target boxes and all of the second list (Cylinder) to the target boxes again.
I hope this helps…
simple, there are many symetries in 3 main planes. So I used arcs rotated 45° from the main planes and I generate a pentagon which was mirrored and rotated many times.
At the end there are 24 pentagons and 8 hexagons so 32 faces, 54 points/vertex and 84 edges.
It could generate some others tessalation styles
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