sharp attractor curves
how can i achieve a surface like in the attached photo? i’ve tried a few methods, but all ends up being “smooth”. on the surface in the image, the curves are affecting the surface in a sharp or sudden way, rather than it being smooth.

i have tried attractor curves, as well as attractor curves with …
you could use kangaroo, but i don’t think it’s needed here.

instead i’d use inverse distance weighting to make a height field like this.

[sharp\_curves.gh](/uploads/short-url/a5wdkm9xiiwabwl6s0jpgf6ry7j.gh) (11.4 kb)

[[image]](https://aws1.discourse-cdn.com/mcneel/uploads/default/original/3x/d/c/dc85a5f42096a341409c4b4727a7d5066bd68745.png "image.png")

the key step here is making a mesh with vertices on the curves you want to keep sharp. one way of doing this is to split a s…
1. introduction: rough surface in contact i. surface of engineering materials: generals  surfaces have chemical properties, which are different from bulk virgin material. o most metallic surfaces in air have oxide layers, which change the chemical and mechanical properties of the surfaces.  surfaces have mechanical properties, which are different from bulk material. o machining or sliding contact makes strain hardened (or work hardened) layer and highly deformed layer, whose strength are different from bulk.  real engineering surfaces are rough. mirror like smooth surface afm image (a) to my eye, they never have a common speed. that would require the two curves to have the same slope at the same time, which doesn't appear to me to be true.

(b) b is ahead of a but is slowing down and being passed by a, which has been moving at constant speed.

(c) b has an acceleration with greater magnitude. (in fact, the curve for a doesn't show any acceleration at all.)

(d) a has a constant slope, and therefore a constant velocity (and therefore displays no acceleration at all). b starts ahead of a initially with a velocity greater, but then decelerates as it nears t = 4 s. at around t = 3.7 s, b's velocity (slope) has nearly dropped to zero, and it gets passed by a.

if you find this helpful, please select favorite answer! Hi Nicole, As smoothing is grayed out, could you try resetting the brush tool and let us know if it helps? <https://helpx.adobe.com/in/photoshop/kb/basic-troubleshooting.html#tool> Regards, Sahil it's really a combination of factors. firstly, i have to be attracted to the girl. and there isn't just one thing that's enough to catch my interest. for instance, i am really attracted to light-skinned latinas with black hair, dark eyes, a nice butt, healthy and on the shorter side. so her looks will catch my eye but for me to pursue trying to talk to her, she has to have the right personality cues. if she seems slutty, stuck-up, rude, etc. i'll pass on her. in that instance, i prefer quieter girls who are kind of shy, have at least an above average level of intelligence, and act modest -- a demure girl i could say. May as well promote my comment to an answer.


You need to add points to a `Curve2D` object, then adjust the control points of the curve, and then finally draw the curve. So here's some simple, almost pseudo code:



```
var array_of_line_points # This already has the vectors which describe our line
for point in array_of_line_points:
  # The "get_perpendicular_vector()" function returns a vector that's a copy of the point, yet has been slid along a line parallel to two neighboring points. The "distance" variable is how far the control point should be from the originating point.
  var control_point1 = get_perpendicular_vector(point, distance)
  var control_point2 = get_perpendicular_vector(point, -distance)
  curve.add_point(point, control_point1, control_point2)
# ...In the draw function
func _draw():
  draw_polyline(curve.get_baked_points(), red, 2.0)

```

I got the inspiration for this from [Rob Spencer's page on Spline Interpolation](http://scaledinnovation.com/analytics/splines/aboutSplines.html). I'd like to make this more thorough (i.e. defining the `get_perpendicular_vector()` function). But this is the best I can currently do. when a ray of light falls on a smooth and shiny surface, the whole of light is sent back in the same direction. it is called reflection. mirrors do not allow even a small amount of light to pass through them. mirrors show regular and complete reflection.when all the parallel rays reflected from a plane are not parallel, the reflection is diffused or irregular. this is not violation of law of reflection, the reason for diffused reflection is due to irregularities in the reflecting surface. (i) adsorption is a surface phenomenon that causes the accumulation of molecules of a substance at the surface of a solid or liquid rather than in the bulk. in adsorption, the substance gets concentrated at the surface only. it does not penetrate through the surface to the bulk of the solid or liquid. for example, when a chalk stick is dipped into an ink solution, only its surface becomes coloured.


on the other hand, the process of absorption is a bulk phenomenon. in absorption, the absorbed substance gets uniformly distributed throughout the bulk of the solid or liquid. for example, when a sponge is dipped in water the whole sponge gets wets.


(ii)according to the schulze-hardy rule, the effectiveness of the salt causing flocculation depends on the charge on the ion of opposite sign to the charge on the sol particles. the greater the magnitude of the opposite charge, the higher the ability of a salt to coagulate the sol.  
thus, trivalent salt alcl3 is more effective in causing the coagulation of a negatively charged sol than divalent salt mgcl2.


(iii)out of sulphur sol and proteins, sulphur sol forms multimolecular colloids. sulphur sol consists of particles containing a thousand or more s8 molecules. on the other hand, proteins form macromolecular colloids. After 5 hours of learning I have compiled these:


Mindset



1. **Make sure the placed image ratio is good** to make it more realistic. This can be attained by checking with the other object in the output picture, like trees, or other peoples' height. You are not going to place human with the size much smaller than the other human at the same picture. Similarly, you also must not place a person with the height higher than a tree.
2. **Get the right perspective**. Sometimes, when an object is placed in an odd perspective, image is going to look very bold that it has been photoshopped or copy pasted.
3. **Lighting**. It is important to pay attention to light source, like the sun, and make sure our object is appropriate with output background light source. This can be done by adjusting the lighting of object and adding shadow with referencing other shadow in output image.


Tools (to make edges more realistic)



1. **Layer masking.** If moving people, hair can look awful if just plainly moved. Masking allows us to further tweak our selection.
2. **Refine edge.** *This tool allows you to control many aspect of the edge of your selection* (desired object to move), like Edge Detection (brushing the edges of object and let photoshop do its job, usually around dog fur), Feather (Soften the area of selection), Smooth (reduce pointiness of your selection), Contrast (somewhat opposite of smooth), and Shift Edge (moving feather far or nearer the selection, usually to remove excess background color near the edges). *REFERENCE: <https://www.youtube.com/watch?v=5lDr2Nd8Yl4>*
3. **Layer Matting**. Inside we have many sub-tools to work on, like Color Decontamination (spread out soft mask around the edge, usually for hair to catch other hair that accidentally masked or can be used similarly to Shift Edge), Remove Matte (soften edge of sharp graphic or pixalated, raster look). *REFERENCE: <https://www.youtube.com/watch?v=N6K_htNQPPA>*
4. **Image Calculation**. By playing with the blending, we can make the background darker; thus, helping us making mask. *REFERENCE: <https://www.youtube.com/watch?v=0zf-H9RoCNk>* ![](https://s3mn%20mnimgs%20com/img/shared/discuss_editlive/2191102/2012_01_06_16_34_59/high%20bird%20png)
conditions for the formations of shadows are
1 a light source, an opaque obstacle, a screen
2 umbra, that is the dark part (shown in the above figure by the
dark triangular shape) of the shadow must fall on the screen [@raja](/u/raja)

this could inspire you:

[[image]](https://aws1.discourse-cdn.com/business6/uploads/dynamobim/original/3x/9/b/9bcef06d0c489d0ac566fe7dad2328002f964445.png "detail-lines-by-offset.png")

here, i recreate lines by offsetting the room finish boundaries, but any other method to select the needed curves could work as well…