Now, I usually convert the mesh to a VDB and use an attribute wrangle to push the points outside the mesh using VEX code that looks like this:
float dist = volumesample(1, 0, @P); vector dir = volumegradient(1, 0, @P); if (dist < 0) @P += -1 * dist * dir;
...problem is, certain points on the curves are closer to the surface on one side of the mesh while others are closer to the other side of the mesh, so this gives me a broken curve that goes through the volume and looks like this:
..What I am looking for is something that would look more like this:
Any tips on how to get these type of curves pushed out to the same side of a mesh?