i want to help me to model voronoi branching in gh!!!!!!!
i try some l-system algorithms like pen-rose but it did not work,
how branching can change and grow bye gh?
by the looks of it these leaf structures appear to be nested Voronoi diagrams. You start with a few points, create a coarse voronoi pattern. Then you find all the points from the original set that are inside the cells made by the first reduction, and you solve only that subset. Etc. etc.
This will be very difficult to do using the existing Grasshopper Voronoi Component. It requires a lot of conditionals and even recursion.
I think I might be able to code up something, but I don't know how to expose the input parameters. It would seem there are a lot of options that come into play...
You reminded me of my own experiments in GH, from a while ago...
I made a very simple test definition which required manual input of all points.
Now, when I think about it, it seems it shouldn't be that difficult to do i.e. 2 or 3 iterations of the voronoi diagrams using random points. (inside each cell)
Behrang-
I'll let you know if I come up with something.
Good luck and be sure to post updates on your work!
hi jacek
thank for replay and for your help, so can i have your ghx to test it in my own work?
also i know the voronoi modeling but my idea is to combine branching that create POINTS (not RANDOM POINTS) that develops voronoi patterns!!!!
i mean smart voronois not random one. somethink like this www.flickr.com/photos/mesecina/989976706/
Permalink Reply by md on November 22, 2009 at 10:30am
Hey Jaskólski,
I wonder if you can help me in my case to construct a similar solution as your wokr for this pattern?! I am trying to embed some ancient Byzantine facade patterns, which has been delivered into the point, and imported into the GH from CAD.