Hi @virgile,
you could blend positions based on their distance towards the surface:
In a point wrangle with first input mesh, second input sphere:
float d_min = chf('min_distance');
float d_max = chf('max_distance');
int prim;
vector uvw;
float d = xyzdist(1, v@P, prim, uvw);
vector pos = primuv(1, 'P', prim, uvw);
float mask = smooth(d_min, d_max, d);
v@P = lerp(pos, v@P, mask);
conform_to_surface.hipnc