![]() In this case, the according Inputs of our Populate 2D component are N (for Count) and S (for Seed).Īgain, a case for integer Number Sliders: Produce 2 more of them and connect them to these N and S inputs. As a result, GH fills your rectangle accordingly:Ī tool that distributes objects this way should offer variables for the objects’ quantity and distribution pattern. Intuition tells you that you’ll want to connect your rectangle’s R-Output to this input. And it has an R-Input asking for a Region to use for its point distribution. Produce a Populate 2D-Component:Īs you see this component produces random points on our XY-Plane. They will serve as origins for our cylinders. To distribute objects on this rectangle we start with points. (Start dragging and then press Alt – if you press Alt first you’ll get the Moses effect.) Now you can adjust the base rectangle’s size via your new Number Sliders: Note: You can also produce one slider only and Alt-Drag it to get an exact copy of it. As I said above, do this twice and connect the two sliders to the X and Y-Inputs of the Rectangle. When you hit Return you’ll see that GH has produced a number slider showing integers ranging from 1 to 50 and showing 25 as default. Do this by double clicking on the canvas and write: 1<20<50: Now that you have your Rectangle component produce 2 Number Sliders. Double-click on the Grasshopper canvas and write rectangle: ![]() Let me show you how it works in Rhino Grasshopper.įirst of all we need a base surface, to keep things simple in this case it will be a regular rectangle. As shown in the images above, it’s about distributing objects over a defined surface allowing for random positioning, scaling and rotating. ![]() I wondered if I could produce the kind of random geometry in Rhino Grasshopper that I can generate with Cinema4D’s cloner tool. ![]()
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