I've tried searching around but am a little lost still..
I'm creating some positions in 3d that create a plane..so they are really just 2d coordinates using X and Z initially. I'd like to take this list of Vector3's and be able to distribute them along the surface of a sphere evenly, or mostly evenly, meaning as they wrap around the sphere the distance between their neighbors remains roughly the same as it is when they are on a plane.. it doesn't need to be ultra precise.
At first I was using an actual sphere and raycasting from each point to the center of the sphere, and then using the hit position.. but doing that you end up with a lot of points clumping together around the edge of the sphere.
When I first create the list of Vector3's for the points, I use a center point, and once all that is done, I align all the Vector3's with the angle from that center point and the center of the imaginary sphere... the next step would be adjusting each Vector3 so that it conforms to a radius, which really should just be the distance from the center spawn point and the center of the imaginary sphere.
any ideas? I'm still kinda new to vector math and stuff. Here is a diagram: