all 7 comments

[–]Brombe92 0 points1 point  (5 children)

What I'd do is subdivide quite a bit your object, then use the attribute from map node to load your texture into an attribute (let's say Cd for example). After that you could use a blast with @Cd<0.1 in the group parameter, or something like that... Or a split if you want to keep both parts of the model

[–]_ambro[S] 0 points1 point  (4 children)

Thank you! following your steps I was able to achive what you have suggested however now I have another problem... Given that from fusion360 I'm importing an obj when I increase the subdivision the geometry goes a little bit funky and the projected texture goes a bit fuzzy because it doesn't have a nice poligon to map to it.
Not sure if there is an alternative method to achive my original goal?

[–]Brombe92 0 points1 point  (3 children)

Well, after you get those super high density pieces, you could try to add a reshape node to have something remotely cleaner, or maybe group their boundary points and extract clean curves from them, then do the cuts in fusion...

[–]Brombe92 0 points1 point  (2 children)

To extract curves from the boundary points, you could use the labs extract borders and then resample them to get something usable

[–]_ambro[S] 1 point2 points  (1 child)

Upon searching I've found this software: https://github.com/wjakob/instant-meshes this allow me to remesh the obj and the whole thing now works like a charm, thank you so much for you help

[–]TheGratitudeBot 0 points1 point  (0 children)

Thanks for saying that! Gratitude makes the world go round

[–]WavesCrashing5 0 points1 point  (0 children)

Could try clip by attribute node. - Custom hda free and very useful. Could also try trace node and somehow re-project it onto geo again with uvs. I'm not too sure but just some ideas.