**Václav Železník: Attractor pathing through an enclosed space**

In this task, I am making some beautiful paths through the courtyard of a monastery by my friend, she designed this semester.

(0. Don’t forget **Bifocals**)

- Determining the paths

Set the particular**curve**s to GH

**Offset**the ‘path’ curves to**both****sides**

- Now, I use the component
**Blend Curve**to shape**2**intersecting**paths**quite easily.

You might need to flip some of the path curves using**Flip Curve**.

*Make sure all of the new curves intersect with the border curve, use***Extend Crv**if not!

*Flatten the outputs.* - Here I move onto the
**middle isles**:

First, obtain**Intersect**points of the offset curves*(make sure to chose the correct ones)*and make a**Polyline**from them.

Use**Multiple Curves**on the original path curves to get**attractor**points of the isle.

**REMAP**the**Distance**values and prepare a**2pt Vector**. - Moving to the second part of this
*blue monster:*

Work with the**Move**component using the vector just made and move the**Divide Curve**points.

Use the moved points to create a new curve (**Nurbs Curve**in my case).

*Try some number operations until absolute satisfaction by the new curve.*

*FLATTEN!*

**Repeat**#4 & #5 for all the isles.

**There is one special case:**3 curves intersecting but not making an enclosed boundary.

The method stays similar, just the Polyline command is replaced by**Join**ing the**Line**s.*Check for EXTEND again!**I need all the curves to be closed*, thats coming up now,**joining the outer curves with the border**.

For that I must**Shatter**the border curve and

**Trim**the overlaps of the outer curves.

*Pay attention to flattens and chosing the correct***Dispatch**output.

- Group them together, keep an eye on the
**data tree**structure.

Make some**Boundary Surface**s! **ANOTHER MONSTER**

So I pick a curve and an appropriate surface,**populate**the surface with good amount of points.

Then I find a**Closest Point**on the curve for every point generated.

Their**Distance**is**Remap**ped multiplied and serves as**Z Vector**for the**Move**command.

Furthermore, for a nice mesh, I divide the curve and use**Delaunay Mesh**.

*(CrvClosestPt points in DMesh were making invalid mesh in some cases)*

**REPEAT!**

*Try adding *(-1) to make a small pond anywhere or just to dig deep!***Customize your Custom Preview**