I have a humanoid mesh and I want to use the surface normals to raycast into the mesh (to the inside).
Then I want to get the midpoint of each ray to get a point cloud that represents the “most inner core” of the mesh.
My approach is, to cast with a small offset so that rays dont hit the surface immediatly at the start.
My problem is, that my normals and positions don’t seem to work after the raycast node.
Does someone has a node setup to create such an point cloud in the inside?
Yes, here is a better version.
You spawn points on the surface, go inside a little bit, raycast to the inside and move points to half the way, so they are ~in the “center” of each mesh volume area.