Not exactly sure how one would guarantee that the triangulation is identical with additional vertices inserted in an N-gon, in this case it might be easy as the number of vertices stays…
Okay, let me clarify: all faces in blender, always, have its triangulation, This triangulation is already used in geometry nodes for UV sampling, points distribution, nearest search and so.…
Wouldn't removing 'plane_co' and 'plane_no' make more sense? I don't think I use them anywhere 🥲clearly I need to do some cleanup!
Tried to respond to the comments and hopefully the respons didn't end up to be to long but I think there was a need to clarify some things :)
Main thing i think this is important to have is…
Right now i think its better to make
Mask
node as general version of bisect.
While reasonable due to one of the primary use cases being as a plane clip tool and how Mesh objects work in geo…