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.
>
>

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