-- Rob \/-------------\/----------------\/
At first glance that will do proximity, not intersection.
Basically, again at first look, if you get the sphere close enough to a grid it will flag even with no intersection occurring.If you want to "bleed" an intersection you're better off actually doing exactly that.
First intersect (flag a point as in/out with a test inside), then do a second pass where for each point you check its neighbors for that flag, and if a neighbor point is flagged you also flag that (currently beingchecked) point as inside (I would recommend separate flags so you can later make the distinction between intersection and bleed). Make sure you skip points already flagged as inside if you use a single attribute with multiple values.
Lastly, pick up that flag/attribute and use it to set the weightmap weight value.
cheers, Rob \/-------------\/----------------\/
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3392 / Virus Database: 3211/6571 - Release Date: 08/12/13