Here is a cleaner version of what I'm looking to do.

Essentially I'm looking to apply color to the meshes based on
distance(s) from a point or set of points.  Right now I have it set up
for just one point. (It's not entirely accurate in terms of distances
because I can't figure out how to query a centroid point for a
singular mesh face so I used the surface division points instead....it
still serves its purpose)

The trouble I'm having is the patterning of the triangles.  I have no
problem making them as shown in the screen shot.  However what I need
to do is more like the diagram below the screen shot that shows
alternating triangles that flip at each row.  I'm not sure if there
needs to be a function to cull an entire row off points or what.  It's
probably something easy that I'm looking past.  Intervals and subsets
maybe?

Screenshot & Diagram intent: 
http://groups.google.com/group/grasshopper3d/web/Triangle%20Sort_Version2.jpg

Rhino File: 
http://groups.google.com/group/grasshopper3d/web/Triangle%20Sort_Version2.3dm

Grasshopper Definition: 
http://groups.google.com/group/grasshopper3d/web/TriangleSort_test1.wrm

On Sep 17, 12:35 pm, taz <[EMAIL PROTECTED]> wrote:
> Brent,
>
> I'm not quite certain what you are trying to do (I have this funky
> version of Grasshopper going at the moment), but as a suggestion it
> might be easier to try to create triangular surfaces rather than
> meshes.
>
> I set the file up with meshes so I could add pretty colors but meshes
> are tricker to work with and learn to use.
>
> Basically the sorting routine finds all sets of 4 points (the 4 "Cull"
> components stacked up) in a 0-1-13-12 (for example) clockwise rotation
> (or counter-clockwise, I don't recall) going from position to position
> in rows from bottom to top (or something like that).  The verticies of
> the subdivided surface are ordered 0-1-2-3-4-5-6... consecutively in
> rows from bottom to top (I think).
>
> You could use "Srf4Pt" to define any kind of triangle (the 4th point
> is optional) depending on the order you connect 3 of the 4 "Cull"
> results into it.
>
> If you're trying to make a diamond-like pattern you could also try
> culling the "Cull" results to create back to back triangles and then
> boolean "Union" things together.
>
> If you're trying to do anything funkier like reversing or shifting
> lists you're going to have to be careful to track the vertex ordering
> as you go along.
>
> I don't know if any of that background is useful, but I hope it helps.
>
> taz
>
> On Sep 16, 10:23 am, BrentWatanabe <[EMAIL PROTECTED]> wrote:
>
> > Not sure how you link files into these posts...
>
> > But I have a few questions.
>
> > I took a look at Taz's Tri Mesh sort and I modified it to shift over 1
> > point over, essentially removing the divided quad aesthetic.  The
> > intention is to get the Blue triangles in 'Shifted Triangles
> > Trial2.wrm' to be the opposites of the red triangles but I can't seem
> > to get the last point to cull correctly without making it go crazy.
>
> > So I tried to do the same thing that Taz had started only reversing
> > the list.  It seems to me that reversing the list with the same
> > pattern would produce the alternating triangles in the opposing
> > direction.
>
> >http://groups.google.com/group/grasshopper3d/web/Shifted%20Triangles%...
>
> >http://grasshopper3d.googlegroups.com/web/Reverse+Trial.wrm?gda=mhmzH...
>
> >http://grasshopper3d.googlegroups.com/web/Shifted+Triangles+Trial.wrm...

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