Hi, I’m having some issues with the convex hull node on my wrap generator.

The wrap generator basically uses a difference Boolean between a plane and the object you want to wrap around, deletes everything that is NOT intersecting edges, convert to a convex hull, then converting to a curve to get the boarder edge to deform geo around.

The problem is I am finding that the convex hull node is very unpredictable with triangulation. If you intersect a flat plane with an object, it produces clean Ngons which makes extracting the border edges very simple. However if you introduce any rotations to the plane and make it slightly off-kilter in world space (even by a few degrees as seen in the image below), the convex hull is very heavily triangulated and not useable.

So far my workaround was to extrude the convex hull to give it thickness and then Boolean the original plane with the extruded convex hull to get the intersecting edges but it does not produce predictable results a lot of the time as the extrusion is all over the place due to the messy convex hull topology.

Does anyone have a workaround to getting past this, is there a way to perhaps force the convex hull to always produce an Ngons to avoid the triangulation?

Thanks