If the surface is curved in two directions, it will always distort in
some way. If you want correct spacing between geometry placed on a
surface, extract isocurves or project curves to the surface and divide
them by length, but each parallel isocurve will have a different
length, so different number of subdivisions. The subdivisions located
at the convex parts of the surface must be more spaced out that the
ones located at a planar part if you want all columns and rows to have
the same size.
If you want no deformation at all, place the geometry into planes
normal to the surface, but the edges of the tiled geometry won't mach.

Remember that UV coordinates actually don't correspond to any
geometrical units (length etc.), so depending on how you created the
surface you'll get different UVs. You can use some rhino commands
after the fact to smooth things out, like "rebuild" or "moveuvn".

On Mar 18, 7:31 pm, merwin <[email protected]> wrote:
> Hello again,
>
> I am wondering if anyone knows of a way to tile a surface with
> geometry that doesn't distort.  When subdividing a surface with the UV
> parameters, a curved surface always scrunches in the middle of curves
> and elongates at the end.  Has anyone come up with a good way to
> approximate a curved surface in Grasshopper, using non-skewed geometry
> units?
>
> I was thinking that you could set a length for the tile unit, compare
> that to the U and V length and divide the U&V by that unit value.
> However, I don't think this simple method will account well for a
> tight curve.
>
> I'll post a picture of what I'm talking about, although I know that it
> is a common thing.
>
> Thanks for this group - it is very helpful!
> -Matt

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