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With reference to the attached sketch: Starting with a curve that will act as a seed, I would like to use Geometry Nodes to generate a number of irregular cells on both sides of the curve. Eventually I would like each cell to be represented as an independent closed polygonal mesh, separated from its neighbours by a specified, small distance. I am using Blender 5.0 and I am fairly experienced with Geometry Nodes, but I find myself unsure how to set about solving this problem. If you can recommend the broad outline of the best approach to use I will be very grateful. enter image description here

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  • $\begingroup$ Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid vague words like "this", "help with", "issue", "like in image" "question about", instead describe what "it" is. Your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?" $\endgroup$ Commented yesterday
  • $\begingroup$ Relaxing points could be useful. $\endgroup$ Commented yesterday

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There might be more clever, more math-y solutions but I guess I would go about it like this:

enter image description here

  1. Have a mesh grid with enough vertices so you can position them using a Voronoi Texture. Using a Dual Mesh on this texture would turn it into the fractured cell look you have in your sketch:

enter image description here

  1. Turn your seed curve into a tube so you can cut your Voronoi cell grid in two pieces using Mesh Boolean—Difference:

enter image description here

  1. Delete one of the pieces using its Mesh Island index.

  2. Using Geometry Proximity we can find the faces whose centers are sufficiently far away from the curve so we can delete them

  3. At this moment the cells are still one big piece of mesh, not independent from each other. To individualize them, we can Extrude Mesh—Individual (with 0 height, since we only need the "upper" faces). Delete the "side faces" (which have 0 height, but they're still there) so there's nothing linking the cells together anymore.

  4. Scale Elements these now-independent cells inwards to see the final-ish look. Using a uniform scale means bigger edges get shortened more in absolute terms compared to smaller edges. Not the best. Achieving an even offset would require a bit more effort though, so I'll leave it at that!

  5. Do the same thing for the lower part with different, off-set Voronoi positions so the pattern is shifted a bit like in your sketch, then join them together.

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