Hi! I’m trying to figure out how to distribute points equidistantly (grid-like) over a surface, indepentant on the dimensions of the surface or the amount of them. Feels like there should be some basic solution, but I have a hard time finding it. With the “mesh to points” node, the distance between the points depend on the dimensions of the surface. Ideas?

Is this even mathematically possible?

well, if the surface is flat, why don’t you use just a grid? with a bit of math you can easily have equidistantly points…is that what you want? or do you want that on “any” surface? then i would see problems as lumpengnom wrote

what kind of surface are you thinking of? i ask, because i tried to create a nurbs surface, and it’s already gridded with points… just need to nurb surface → mesh → convert vertices to points.

so obviously, you didn’t go that route.

if you have a square, say .65 units per side, and you want a grid spaced at .1 intervals, what should happen with that last .05 space in each direction?

how do you envision non rectangular shapes, like triangles and circles, being gridded?

there’s a few questions that would need to be looked at before a solution could be attempted.

Hi, if these are all your constraints, you can shrinkwrap a grid to another surface.

You can do some push and pull with index of nearest node using experimental loops build or simulation nodes but it won’t be exactly grid like. Or some trickery with topology nodes and dublicate elements but I am not sure how.

Thanks for the response! What I’m thinking about is the result one can get from the particle system when setting the distribution set to “grid”:

So basically the points should be in a grid-like pattern mapped over the surface, with any residual spaces, outside the intervals of the points, simply left with no points.

You can project a grid onto your surface and cull the points that don’t hit the surface on raycast

You can also use Mesh to Volume and Distribute Points in Volume to get similar results like particles system grid distribution

Best solution so far. Thanks!

Hi all! Thanks again for all replies and advices. I ended up finding a great solution with the Sample UV Surface node: using it to map a grid over the surface and then converting the grid to points (+ culling the points outside the target surface with the help of a geometry proximity node). This method allows for sampling points across multiple surfaces at the same time, and - even better yet! - I can make the particles align with the boundries of the surface by just flattening the UV islands of the target mesh. Works wonders!

I can’t get this to work in Blender 4.0. How do you do this in blender 4?