I am working with some topographical meshes and I was wondering how one would go about extracting the “mountain edge” of the mesh. Geometrically it would be similar to the median axis or the skeleton…
I thought maybe it is as simple as selecting the highest points with a threshold, and then making the boundary curve from this points, and then simply apply some medial axis definitions from this forum that work with planar curves/breps.
I also developed my idea further, I think it worked…
I create a Delaunay Mesh from the points, and culled the faces based on area and edge length. Then I got the mesh edges and rebuilded the curve. Then applied standard medial axis.
The only draw back was the face culling of the original mesh… It requires some slider tweaking.
I also kinda cheated because I used a Rhino drawn curve to grab my points with point in region.
I think the Proximity component can be used better for this, but not sure how to get the edge afterwards as it creates only lines…