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I'm trying to make a node setup that converts hair cards into curve hair with geometry nodes, the idea is to use the vertical edges as a guide for sampling new curves around it, after searching i've found a way to select the boundary loop using these nodes setup

enter image description here

but the issue is, that it leaves theses edges on top and bottom

enter image description here

There's any better way of achieving the desired result?

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    $\begingroup$ What's a hair card? I think you should edit the question and include some images of its geometry. You should also define the problem a bit more. For example - are those hair cards all the same, or do they differ, if so how?.. $\endgroup$ Feb 9, 2023 at 7:57
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    $\begingroup$ .. and are the card meshes aligned to their own object-space? (Are local x,y,z consistently along the card's edges?) $\endgroup$
    – Robin Betts
    Feb 9, 2023 at 8:40
  • $\begingroup$ Depending on how the mesh was created there is a good chance that the face corners are all in the same ordering (i.e. the numbers you get from node Face of Corner output Index in Face). You can easily check by using the Triangulate node in mode Fixed: all triangulation edges should be "parallel"). If that´s the case, it is possible to separate "vertical" edges from "horizontal" ones, even if the mesh is arbitrarily deformed. But I'm not sure if that is what you are looking for(?) $\endgroup$
    – Patter
    Apr 22, 2023 at 10:46

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Unfortunately your question is everything else than crystal clear, but i try to answer although i doubt that you meant that:

enter image description here

I just compare the z-positions of each edge, and if they are not the same, i delete them. Hope it helps.

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