The trick to doing this is creating a kind of convext hull around node points. I did this in my definition by sorting the incoming line vectors in 3d based on angles. Once you have the hulls its a fairly simple matter of making some mesh faces and then using Guilios Weaverbird plugin to smooth the resulting mesh. I'll email you the definition.
However, it isnt very good at making the kokkugia geometry because it inherently creates linear connections between nodes, whilst Roland Snooks uses isosurfacing tools to create a fluid effect. Try blobmesh/Pflow/Glu3d/Pwrapper in 3dsMax.