Say you want to blast the large lower shape to just get the caps, but this shape is evolving and moving (and therefore the parts you want to delete are changing in size & number/point count etc!)....
Once this has been done I promote the attribute back to Point level (using average as the promotion method).
Outside of the loop we can write a little wrangle to delete the pieces based on area-
You gotta measure the area of each "connected" piece, then kill them based on a threshold. It's easy when you say that, but actually there's a bit of other stuff involved.
This is the rough setup.
So make a For Each block & set it to Primitives. Do a Measure - select Area. This only gives us the area per FACE. We want the whole piece's area. Sooo, we promote it to Detail level & use the SUM promotion method. ie - it adds all the area attribs on a piece together.
So make a For Each block & set it to Primitives. Do a Measure - select Area. This only gives us the area per FACE. We want the whole piece's area. Sooo, we promote it to Detail level & use the SUM promotion method. ie - it adds all the area attribs on a piece together.
Once this has been done I promote the attribute back to Point level (using average as the promotion method).
Outside of the loop we can write a little wrangle to delete the pieces based on area-