Thanks all.

With all the info given, and finding Pooby's video (2) on ICE I was able to create a nice little, adjustable setup for this.

cheers,

Rob

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On 13-8-2013 5:31, Raffaele Fragapane wrote:
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] <mailto:[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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Version: 2013.0.3392 / Virus Database: 3211/6571 - Release Date: 08/12/13


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