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I see, thanks for the files.

Here are some suggestions:

  1. If you points will always be "terrain-like" on one of the axes: you can use mm.terrainTriangulation function (but note that it suggests Z as depth axis)
  2. int_pts - are well sampled and triangulates fine with default parameters, so you can triangulate it separately, then add bd_pts as edge loop in the mesh (mesh.addSeparateEdgeLoop) and stitch it with mesh boundary (mm.stitchHoles). But this requires bd_pts to form a closed loop
  3. Changing TriangulationParameters.numNeighbours to 40 seems to work fine in your case

Main reason of the issues with triangulation is non-uniform points distribution, on your case near-boundary vertices should…

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@PhilNamesnik8463
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@Grantim
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