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$\begingroup$ Thank you, this is close, but it's exploiting the fact that I simplified my example too much. The selected points in my setup are using a raycast node that checks if the points are inside a different object. See this node example: LINK which has this (incorrect) curve output: LINK. Is there a way that your method can work for this setup? I removed the instances on points and switched to your viewer node method. $\endgroup$PvB– PvB2024-09-28 16:40:39 +00:00Commented Sep 28, 2024 at 16:40
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$\begingroup$ @PvB can be done, but why are you even separating here? "Set Position" has "Selection" input that you're even using. $\endgroup$Markus von Broady– Markus von Broady2024-09-28 17:07:17 +00:00Commented Sep 28, 2024 at 17:07
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$\begingroup$ It's still a minimal example. I have an elaborate node setup (with a 2nd raycast node, amongst other things) that allows me to evenly wrap around the target object. I'm splitting the curve so that I can resample, get the number of points inside the mesh, and combine this with the indices to evenly spread out the ray directions over a 180 degree arc. This works, but when combining it back with the other section of the curve, I get both the projected curve and the original curve. Here's a screenshot of the problem (using a sphere not a cylinder) link $\endgroup$PvB– PvB2024-09-28 18:06:58 +00:00Commented Sep 28, 2024 at 18:06
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$\begingroup$ " I'm splitting the curve so that I can resample" - ah, so I guessed right! OK I'll update the setup then. $\endgroup$Markus von Broady– Markus von Broady2024-09-28 18:40:45 +00:00Commented Sep 28, 2024 at 18:40
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$\begingroup$ @PvB see edit.. $\endgroup$Markus von Broady– Markus von Broady2024-09-29 12:58:04 +00:00Commented Sep 29, 2024 at 12:58
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