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Avoiding self intersection when displace along N


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You can filter and "smooth" the direction(N) you use to "peak" your surface. pcopen-pcfilter will do that just fine.

in vex:

int handle = pcopen(0, "P", @P, ch("radius"), chi("max_points"));
@P = pcfilter(handle,"P");

You can do similar in Vop too.


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