I am simulating surface texture generated on work material during EDM. I am taking into consideration the random distribution of spark discharges in space. During simulation, when craters due to few nearby discharges overlap, they result in a sharp peak (as shown in figure). However, for actual surface, due to resolidification of molten material, the top of the peaks are mostly smoothened, rather than being sharp. What sort of a filter/method can be applied to smoothen these sharp peaks? i would like to use a method, which does not result in reduction of volume of material available on the surface.

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