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I'm having some trouble with a complex GN project. I've made and attached a simplified example, but the problem is:

  • I have a series of randomly scattered points, with one central point (Index 0) acting as a root
  • Each point is connected to the centre with a Mesh Line (will likely do this with a 3-point Mesh Sphere to make solid faces)
  • I need faces to connect the edges around the central point, like a flower or cone

The images below show the current setup and desired outcome. The central tube is only for visualisation (it's a vector pointing from the central point to the Mean of all generated points). Connecting all edges from the head-on perspective of the central tube gives the desired result.

I've so far tried a few approaches, like iterating through each end point > sorting by distance > connecting to the next closest, but the result has edges connected to more than one face. Thanks for reading.

Manually edited example

Top view example

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    $\begingroup$ Could you try sorting by radians (atan(y, x))? $\endgroup$ Commented yesterday
  • $\begingroup$ Thanks, that's def the right approach. Struggling a bit to figure out the implementation (still learning the ropes of geo nodes) but I'll have a tinker $\endgroup$ Commented yesterday

2 Answers 2

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  1. Sort the random points by radians.
  2. Create a circle with the same point count.
  3. Sample the points positions and set them on the circle.
  4. Extrude the circle and merge the extruded points at the desired center position.

setup

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  • $\begingroup$ Brill, this seems fully stable with a few density/seed change tests. Thanks for the help 🫡 $\endgroup$ Commented yesterday
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    $\begingroup$ Or you could spawn a triangle-fan circle to immediately get the right topology. $\endgroup$ Commented 22 hours ago
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There is often a simple way if you just forget the current method for a while and think of what is available.

Take a cone, delete the bottom and offset its points. Ready:

Result

Nodes:

Nodes

  • The cone has negative depth so it's upside down (you might want to flip faces depending on whether you want the normals pointing inside or outside the flower)
  • The scale of the noise can be made with a "multiply" if you want Z displacements to be different from horizontal displacements
  • "Index" in the selection of "set position" ignores the point at index zero.
  • Move it up by "depth" if you want the origin to be exactly at the center point
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    $\begingroup$ The example is a very simplified slice of a larger project that requires scattering points in GN and connecting them, so a visually similar alternative wouldn't work for this project unfortunately. Leander's atan(y,x) radial sorting suggestion will likely work, just figuring out how to implement it. $\endgroup$ Commented yesterday
  • $\begingroup$ @KitOaken, is it still about the remesh? $\endgroup$ Commented yesterday
  • $\begingroup$ It's a different part of the same project, volume remeshing works for the terrain with some tweaks. This one's a utility for generating quite a few environment decorations 😊 $\endgroup$ Commented yesterday
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    $\begingroup$ You could use a "Mesh Circle" with "Triangle" fill, also you could set "Fill type" of the cone to "None", no need to delete the bottom. $\endgroup$ Commented 22 hours ago
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    $\begingroup$ @MarkusvonBroady "there is often a simpler method if..." hahaha. Thanks $\endgroup$ Commented 22 hours ago

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