Bugger. Hit sent early, that was a draft. Below quote edited the way it was supposed to read.
On Tue, Aug 13, 2013 at 1:28 PM, Raffaele Fragapane < [email protected]> wrote: > At first glance that will do proximity, not intersection. > Basically, again at first look, if you get the sphere close enough to a > grid it will flag even with no intersection occurring. > > If you want to "bleed" an intersection you're better off actually doing > exactly that. > > First intersect (flag a point as in/out with a test inside), then do a > second pass where for each point you check its neighbors for that flag, and > if a neighbor point is flagged you also flag that (currently beingchecked) > point as inside (I would recommend separate flags so you can later make the > distinction between intersection and bleed). Make sure you skip points > already flagged as inside if you use a single attribute with multiple > values. > > Lastly, pick up that flag/attribute and use it to set the weightmap weight > value. > >

