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Surface Voronoi
Scatter seeds across a surface, then give every point on that surface to whichever seed is nearest. The result is a cell partition — the structure of a dragonfly wing, a giraffe's coat, a soap foam, and a great deal of contemporary architecture.
Measured across the surface
“Nearest” is measured across the mesh, not through space. On a folded or branching form these are completely different: two points either side of a fold are close in straight-line distance and far apart along the surface.
A straight-line Voronoi on such a form produces cells that jump across gaps and wrap around edges in ways that make no physical sense. A geodesic one produces cells that behave the way cells in a real material behave, because a real material also has to get from one place to another by going along itself.
Seeding
- Cells2 – 5000
- Target number of cells. A target, not a guarantee — the spacing constraint can refuse to fit that many, in which case you get as many as would fit and the result line tells you how many.
- Spacingfraction of mesh size
- Minimum distance between seeds, as a fraction of the overall size. This is what makes the distribution Poisson-disk rather than uniform random, and it is why the cells come out evenly sized instead of clumped with gaps.
- Seed
- Makes the distribution reproducible. Change it for a different arrangement at the same density.
- Density
- An attribute or vertex group that biases where seeds land. Any field works: seed by curvature for small cells where the form bends, by occlusion for small cells in the recesses, by a reaction-diffusion pattern for cells that follow the branching.
- Relax0 – 50 passes
- Lloyd relaxation on the seeds themselves: each seed moves to the centre of its own cell, repeatedly. Three passes noticeably evens the sizes; ten gives a foam-like regularity. Set it to zero when you want the irregularity.
Random is not the same as even
Three outputs
- Cell faces
- One separated island of faces per cell. Each cell becomes its own piece of geometry, which is what you want for panelling, for per-cell materials, and for anything that will be fabricated as separate parts.
- Cell borders
- The boundaries between cells, swept into ribbons. This gives you the lattice — the dragonfly-wing look, and the input to a printed or milled cell structure.
- Cell index
- Writes the cell index per face as an attribute (default
rhea_cell) and leaves the geometry alone. The most flexible output: your mesh is unchanged, and you have the partition available to drive anything else.
Border width matters more than it looks
Shaping the cells
- Inset0 – 0.9
- How far each cell shrinks toward its own centre. This is what opens gaps between cells and turns a partition into a pattern of separate plates. At high values the cells become small islands floating on the original surface.
- Extrude±2
- Displaces each cell along the surface normal. Combined with inset this gives you the stepped, scaled, plated look — cells lifted off the surface and separated from each other.
- Extrude by field
- Varies the extrusion per cell using the density attribute, so cells rise and fall across the form rather than all lifting equally. This is what makes a Voronoi result look grown rather than applied.
- Border width
- Half-width of the ribbon each border edge is swept into. Small values give a fine lattice; large ones give a heavy structural frame.
Combinations
- Dragonfly wing. Cell borders, thin width, moderate cell count, three relax passes, on a flat or gently curved surface.
- Cracked earth. Cell faces with a strong inset, no extrude, zero relax passes so the cells stay irregular.
- Giraffe coat. Cell faces, small inset, no extrude, seeded evenly. Assign a material per cell index and you are done.
- Bone foam. Cell borders on a closed form with a thickness field driving density, so the lattice densifies where the material is thin.
- Two-scale structure. Run reaction-diffusion first, use it as the density attribute, and the cells crowd along the pattern branches while staying sparse between them.
Voronoi and Conway
A Conway ortho or chamfer result is an excellent surface to Voronoi, because the faces are even and the geodesic distances behave. Conversely, a Voronoi cell-face output run through Triangles to quads and then tessellated gives components sitting one per cell rather than one per original face.
Requirements and limits
- The partition runs over the mesh's edge graph, so the mesh needs to be connected. Separate islands are partitioned independently, which is usually what you want but occasionally surprising.
- Cell resolution is limited by mesh resolution. A hundred cells on a two-hundred-face mesh will produce ragged, blocky boundaries — the partition cannot be finer than the faces it is assigning. Subdivide first.
- Very high cell counts on very dense meshes are the expensive case. Develop at a low count and raise it once the look is settled.