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Triangulate 3D


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concave shapes are not possible completely automatically, as you will need some control over how much how much concavity you will allow.

maybe you could use a growing algorithm (not very fast unfortunately) to make sure a point only connects to the closest other point and then repeat that till all points are used.
after that you'll have to convert your poly lines into closed polygons which is also not really straightforward, using stuff like intersection stitch maybe

another way to go would be VDB from particle (taking the average distance between points as a radius),
then convert it back to polygon and then morph the mesh to be flush with your input points again.

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