Voronoi polygons

I am trying to apply Voronoi tesselation on a simple surface, I tried “Synthesize” and “Spring” one, not getting clear closed polygon anyhow it seems OK as if you want to make use of their resulted lines as a guide for linear Revit Adaptive Components as lots of YouTube examples show, but as making closed polygons so you can extrude them, was not successful.
Any suggestion?
Thanks in advance

  • Use the out of the box one.
  • Set your UV parameter range to a greater value than 0..1 as these tend to look bunched up otherwise. -0.5..1.5 should work.
  • Create the Voronoi pattern and extrude it by 1 unit along the face’s normal.
  • Create a Polysurface from the extruded lines.
  • Use Geometry.Split on the original surface to get a series of surfaces making up the original surface.
    These can be thickened and manipulated further as desired.
1 Like

thanks Jacob, you are using Synthesize or Spring?

Using the out of the box one. :slight_smile:

This extends the pattern beyond the limits of the surface but that isn’t an issue in most workflows that generate additional content upstream.

1 Like

something went wrong!

this is the other voronoi node

I used a range this time, one as you said dear Jacob, and was returning to me the warning, and the other one made the Voronoi active but yet no result , thanks in advance dear for your help

Just a Curve.Extrude will do here.


Also this will help you sort out how to use the Voronoi node: Dynamo Dictionary


I reached this divisions correctly not yet managed to make the extrusion, I will look at what you sent, it sound great, thanks really

I managed to do it this way!!! no idea exactly how!! but it’s done!! hahaha
I do appreciate your efforts !! as always your are the best Jacob, looking forward to seeing you in another YouTube live streaming, the last one with Sol, was so useful. thanks

1 Like

Glad you got there, and even gladder that you enjoyed the stream!

One thing which can help build some clarity so you know the ‘how’: document the graph. Over explaining isn’t a thing to worry about there. :slight_smile:

1 Like

I will redo it again indeed following exactly the way you send and then compare it to the solution I did , and then add some comment on each step so I can understand both ways, I am trying my best to fully understand Dynamo, as I am teaching it here in UAE at university, I am also posting most of my work with steps to do it on YouTube, glad to see it, and your opinion is really matters.
My old playlist made in Dynamo 1.0 got arounf 80 videos

the new step by step with Dynamo 2.5

thanks dear Jacob, you are always the live reference for all!! proud to know you.

1 Like

Hi Jacob, sorry to disturb you again, I studied both methods, and they both are really understood thanks to your help, but I noticed that the generated patterns are not fully divided as broken pieces, but instead they are a continuous unit (not all, like 5 or 6 as colored in blue in the attached result), and that will be more obvious when you increase the tiles and the patterns get smaller, any idea how to make it looks all broken like the image attached, thanks

Readjust the parameter spacing and randomization algorithms which you employ. Points ‘too bunched’ can cause this behavior. I often find using a standard range with spacing equal to the minimum density you can live with helps, as does a liberal use of the Point.PruneDuplicates. Lastly make sure your UV parameters extend beyond 1 and start before 0.


Thank Jacob, I will try all the setting you gave, and I thank you for your help