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Is there a way to interpolate between poison disk random and a grid in geometry nodes(using point distribute and instance on a "grid" mesh? I would prefer a solution using Poisson disk to minimize intersection of instanced meshes.

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  • $\begingroup$ Does this answer your question? Assign random material to whole object using Geometry Nodes $\endgroup$
    – Emir
    Commented Jun 21, 2021 at 1:20
  • $\begingroup$ No, but thank you for your time. $\endgroup$
    – zakattic
    Commented Jun 21, 2021 at 1:23
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    $\begingroup$ You need to explain more about you final goal, your description is not really clear, add some images and so. This is what i understood " instances distribude in a grid mesh with the option of changing the random seed" if that is the case, the above comment is the that $\endgroup$
    – Emir
    Commented Jun 21, 2021 at 4:38
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    $\begingroup$ Do i understand your goal ? you want the same effect as the "randomness" slider in the Voronoi node of the shader editor, right ? Value of 0 means perfectly aligned grid, value of 1 means points are displaced while respecting a minimal relative distance $\endgroup$
    – Gorgious
    Commented Jun 21, 2021 at 7:06

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I think the exact behaviour you're looking for doesn't exist yet. you could theoretically interpolate between the positions in a grid and the positions based on a Poisson distribution. But it wouldn't work since the instance ids wouldn't match and there is no way to instance a specific amount of points. (Point Distribute node only takes a density input) So the modifier would maybe work in a specific situation, but you would have to tweak all the properties again for the slightest variation in geometry.

You can approximate it with an Attribute Mix node to interpolate between the grid points locations and a random offset using an Attribute Randomize node.

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Result :

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I don't know how difficult the implementation of a voronoi displacement would be, but one could tweak the modifier to get the kind of result that we get in the shader node editor.

enter image description here

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  • $\begingroup$ Since the root of Voronoi is a random-per-cell feature point, you've already done it, haven't you? Your monkeys are at Voronoi distance=0? The impossible bit would be evaluating shortest-distance-to-feature-point for every point on the surface. No data-structure to contain that, unlesss you sample a texture. $\endgroup$
    – Robin Betts
    Commented Jun 21, 2021 at 7:51
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    $\begingroup$ @RobinBetts Yeah you're right ^^ Figured the algorithm would be more complicated ! As you mentioned I guess the tricky part is to figure out the N sphere radius between each point and its neighbors $\endgroup$
    – Gorgious
    Commented Jun 21, 2021 at 8:02

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