You are browsing as a guest. Sign up (or log in) to start making projects!

GabrielD

@GabrielD

Joined July 20th, 2026

  • 5Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
Open comments for this post

3h 14m 59s logged

Devlog 5 - Fusion Voronoi Script

I fixed the loose ends! Today I tried some different methods, first I got all the points where the voronoi connections intersected with the surface of the object, the intersection point, then, I built connections between the point and a random edge of the face it’s in.
Doing it randomically looked a little bit too messy, so, I changed to code for it to connect to closest edge on the face.
I still think it could improve, the straight edges take away the voronoi look so I’m still thinking of a better solution for this problem.
Some struggles I had today, so, for the first time I tried running the script in an open box shape and got an error because they didn’t touch and my code tried to connect them, to fix it, I moved all the join features to the end of the code where all the bodies are touching, but I’m still getting some of those combine errors now and then, I’m not sure why since all the bodies touch eachother.

0
0
6
Open comments for this post

4h 5m 17s logged

Devlog 4 - Fusion Voronoi Script

If you don’t know about my project yet, let me give you a quick summary!
So, I’m building a script for fusion360 that transforms solids it into Voronoi patterns, what’s a Voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the Voronoi pattern! And that ends up looking natural and pretty cool to be honest

So, today I finally started creating some Voronoi pattern!!
That’s one of the parts that was not much harder than I expected to be honest, I needed to refactor some of the code like the one to sweep the edges for it to be able to create edges just using 2 points instead of a body edge, I needed to do this because before I was just using that function to create the wireframe using the body edges, but know I needed to create the connections for the Voronoi pattern and I just had their initial and final point. Also, I will need to refactor that code again soon and change the sweep feature for a pipe feature because its causing some serious performance issues with the code.

The Voronoi is generating well, the ghost points work and restrain it so it doesn’t go to infinity but it still goes a little off the boundaries, and that’s expected, so, I intersect the original body with the Voronoi pattern and then combine it with the wireframe to create the final body, but, as you can see in the images below it creates some weird cuts on the surfaces that honestly, look bad, that’s not how I want my final product to look like.

To solve it, I thought about getting every point where the edges of the Voronoi intersects the surface of the body and then create a connection between that point and a randomly selected edge on the same face that it intersects. Hopefully this will make the pattern look more natural, I’m still working on it tought.

0
0
4
Open comments for this post

3h 4m 38s logged

Devlog 3 - Fusion Voronoi Script

If you don’t know about my project yet, let me give you a quick summary!
So, I’m building a script for fusion360 that transforms solids it into voronoi patterns, what’s a voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the voronoi pattern! And that ends up looking natural and pretty cool to be honest

Today I finally started the actual voronoi logic!!

So, I made some important scripts today, one to generate the random seeds inside the solid, started working on a script that generates the voronoi patterns and return the edges so that I can sweep them and create the connections in the body, but I quickly faced a problem, voronoi patterns go to infinity.

I brainstormed a little bit until I got to a solution, ghost points, so, for them to work, I generate some random points around the solid (I’m using a margin that’s 10% bigger than the bounding box of the solid) and then use those points to create the voronoi but don’t build connections between 2 ghost points. The purpose of them is to stop the infinite boundaries by creating a “barrier” around the solid.

To give it some “uniform” density, I decided to do half points equally spaced around the solid and the other half generated randomically, below you can take a look at the result!

First Image: Random seeds inside the solid
Second Image: Ghost points (all points are outside the box even tought its hard to see it from a single angle)

0
0
20
Open comments for this post

3h 12m logged

Devlog 2 - Fusion Voronoi Script

Big improvements here! Today I thought a lot about how I’m going to do this project and realized that on top of making the voronoi pattern, it would also be very important to mantain the original shape/boundaries, so, I decided to convert body into a wireframe and use it’s vertices as seeds for the voronoi.

I started thinking about how I would go about the rounded edges, and to be honest, I took longer than what I’d like to admit for me to realize that I could just sweep a circle through its edges, for some reason I thought that the rounded edges didn’t count as edges in the API 😅

To connect it all, I revolved spheres using the same radius as the edges in the vertices (this radius can be inputted by the user), another problem I faced was that after combining I wanted to intersect the new wireframe with the original body to cut any excess over the original volume, but for some reason that also took me a good time, when I put the original body as the target body it didn’t work, I needed to use it as the tool body and the wireframe as the target.
Also I organized most of the code, separating it in modules for easier reuse.

4
0
45
Open comments for this post

57m 8s logged

Devlog 1 - Fusion Voronoi Script

Hello everyone! This is my first devlog and first project here in stardance, I’m coding a script for fusion 360 that is going to take a body and convert it to a voronoi pattern.

To be honest, I’ve never coded any fusion script, so, today was mostly used for me to learn the basics and get familiar with the API, for this, I built a simple UI that creates a box from the dimensions inputted by the user, with this, I was able to learn about the API architecture, such as how the handlers and hierarchy works.

Not a big achievement yet, but I believe that building a strong foundation is really important on a project like this. Looking forward to sharing more of my progress soon!

Video Showcase

0
0
5

Followers

Loading…