You could write/wire the test yourself. Point inside hull is fairly trivial outside of fringe cases, shoot a ray in any direction, if it intersects an odd number of times, it's outside, even, it's inside. You might want multiple rays and take the median of the result, or work conservatively and flag it even if just one tests true.
You can further refine this with a force field approach, run a distance from hull (closest location on geo), and if the point is close enough to a location with a normal facing away from its distance vector remove it, and remove anything within a certain threshold (very close) indiscriminately. Testing against denser geometry also helps, even if it's more expensive, sparse and variedly populated topology tends to introduce more room for error. Lastly, a triangulated mesh, especially if you have a certain degree of dis-planarity in your geo on large enough areas, will also improve things in my experience. On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge <ethivie...@hybride.com>wrote: > Anyone notice how many times this just doesn't work correctly? Even > toggling the Closed volume inside often doesn't give the correct results as > well... > > I have a voxel setup with particles and testing inside a geometry to keep > the ones that are within, works, however there are many points still > outside the geo that remain and aren't deleted. The ones left outside > changes each frame as well. > > Anyone have any sure fire methods / workarounds that don't involve having > helper nulls to delete the remaining ones outside? > > -- > Eric Thivierge > =============== > Character TD / RnD > Hybride Technologies > > > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!