Rhino 3D Grasshopper parametric Architecture whole building full tutorial | DCO Graphicstudio | Skillshare

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Rhino 3D Grasshopper parametric Architecture whole building full tutorial

teacher avatar DCO Graphicstudio

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

7 Lessons (30m)
    • 1. 1901 01 INTRODUCTION

    • 2. 1901 02 WALLS

    • 3. 1901 03 FOUNDATION

    • 4. 1901 04 ROOF

    • 5. 1901 05 PARAPET

    • 6. 1901 06 EXTERIOR MAT

    • 7. 1901 07 CONCLUSION

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About This Class

Rhino 3D Grasshopper parametric Architecture whole building full tutorial.  Goes over all the steps for creating a script that you can use for your architectural needs, or to learn some of the basic steps for creating a script similar to the one featured.

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Check out my website for more Parametric Courses and Scripts


Here you will learn about Architecture and Parametric design along with other 3D modeling tools   


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1. 1901 01 INTRODUCTION: Hi, everyone. This is Deco graphic studio and today's class We're gonna be going over this grasshopper script that allows you to create Ah, whole house envelope and entire building. So this is using rhino and grasshopper, and it looks a little bit complicated and intimidating. But to be honest, if you just go over the steps and follow along, you should be able to achieve some pretty cool results. And you'll be able to understand this software a lot better. So I'm gonna show you here. We're going to start basically using a curb. So right now this is a 20 foot by 20 foot square. I'm using feet and inches. Uh, and so if I go ahead and show you the preview of what it's gonna look like in the end, it's basically creates the walls. The outside material creates the foundation, creates a pair pit, and it creates, you know, all of the components that create an entire building. And that's done by, you know, adjusting these parameters here. And so it looks a little bit complicated, but we'll go through all the steps in this class. So let's get started here. As I mentioned, we do start with the curb here. So it doesn't necessarily have to be that shape. It could be any shape. And that crew we can set this curve right click here, set one curve. And then we're able to see that the house or the building is gonna be created off of that, Kurt. 2. 1901 02 WALLS: So what I've done here is I've just started a completely new project. And what? I'm going to start doing this on layer one. I'm gonna call it footprint. And so I can use that layer to create Let's say, a 20 by 20 footprint, which we can start, could be our jumping off point to start creating the the exterior walls. So what we're gonna do here is double click inside of the grasshopper in here and type in curb. And as you can see, that gives us this curb component. Now, as you can see, it just s curve. But if we go here to display and we see that we want to draw the names we want the icons, that's you know, that's one of things I'd like to do is make sure that it displays all those things just so it's easier for you to be able to distinguish the component. So we have this one and we will select this curve right click on here and set one. Kurt, What that does is that now takes this geometry inside a rhino and brings it into myself. Now that we have this curb here, we can start creating the thickness of the wall. So we're gonna offset this group. And as you can see, it's upsetting. That's the green curve is the original one, and it's offsetting to the outside. So it all depends on which way which direction you want to offset the the Wall. I want to upset it in so well, we'll have to go. So we'll have to flip the direction of the curve. And so we'll do. We'll put that in here and that way. When it offsets, it offsets in and we're going to do a six, so that will offset six to the inside. And that's looking good. So now we know that those were going to be the thickness of the wall. And, uh, to make sure to give it some height, we're gonna first do Ah, boundary surface. And we're gonna take the initial curb and the outside curb. We're going to flatten it, and that will give us kind of that space. This gives us this plane here, which now we're gonna extreme and we need to extreme in a certain direction. So we need to extreme up in the Z direction. Now we're gonna extrude 120 and we successfully have the wall thickness that we can adjust here, so we'll keep that at six. Um, And now we have that. So one of the things you're gonna want to do as you please do a lot as we move along is take the work that you've done, you know, previously in the in the chain of command. Here, take it and then hide it. So you un preview it that way. It doesn't start getting messy. And if if you're not too familiar with you know all of how all these things work, you'll get familiar in time. Just follow along and make sure to, you know, just look here and kind of follow along on the steps and you should be fine. So one of the things to UN preview more than one thing at a time issue can select him more than one do space bar, and then do this one just the sable premium. And so now we have that exterior, the wall that's offset in, and it's going to give you you're gonna be able to adjust the height what I'm mostly going to do at the same time as I kind of work. I'm gonna create thes panels and the panels allow you to kind of do some text rating. And that's what I'm gonna be using to kind of label and describe what the different sliders are going to be used for. So one of them is going to be wall, I think, fitness. Then we got wall thickness and then we'll put that right here because that's going to be what's going to determine the walking thickness. And then we can take this one copy paste and then we can put that here. This is going to be wall height, and so we know that that's going to be part of the component. And one way to kind of keep things organized is we take all of this and we do control G. Or you could just, you know, if you want to. I think you could Space bar and you may be able to group it this way space for in that group. Or you could just take control G to group together. So now we know that this entire things gonna determine the walk 3. 1901 03 FOUNDATION: So now that we have the wall, let's create the foundation. So the foundation is basically using that same the same curve, the original outside curb, And I'm going to just extreme it down. So let's do an extrusion in the Z direction. So we're gonna take that initial curve extruded down. So this is an extrusion command. Take the original curb and it's going to extrude it up a little bit. You see that? So what we want to do is go negative because we want to extrude down. So we plug in the Z vector, you probably get into the negative, and then you put it here and now we can create a slighter. So I'm gonna just copy, um, this one and this one copy paste. And so now I have a slider that says, while thickness will call it slab floor slab. So, as you can see now, it x treated that this curve that extruded it down, but it x treated it and then left it open. So to make sure you closed that down has you double click here in type and cap holes? So what it does is it takes this and it puts a glade at the top and at the bottom, but it still keeps this one. So go here, space bar and then un preview it. So now we have the floor slab there. No. One of the things you're gonna want to do is the floor slab. Six inches. We want to create the footings now. And to do that, there's a few other steps we want to move we want to do is take that initial curve, move it down, and then use that to create the footing. So we're gonna take this curb. We're going to bring it here, and we're gonna move it down the same thickness that we extruded for this lab, which is the six inches. And we're gonna go down so we can use this component here and now. You can see we have this curve. We successfully brought it down. Now we're gonna take this curb and we're gonna offset. It's upsetting out. So what do you want to do it? So you want to once again, like we did at the beginning, lift the direction of the curve. If you want to offset in which we do for the for this lab. We're for that, um, for the footing. And so we put in a plug that in here, and we can do now the the sea, the footing. I'm gonna copy Paste this. And here on this later, I'm gonna put a max of 36 and I will deal 24. We'll call this a footing. So this slider is going to determine the footing with in the Yeah, the with. So then we have here the distance. So now we have now that we took that geometry that we brought down, we upset it. And now we have these two, Um, it's we have these two curves that we can use to create a footing. So let's once again create a boundary surface, right click here and flatten what it's gonna do. It's going to take these two and create that, um, the plane in between them. So let's play this year and this plug that there. And now we can once again extrude in the Z direction going down. So let's see. Let's do this extreme. This surface Put it here. Which direction in the Z direction. We wanted to come down, so we go negative because we want to bring it down and extruded what thickness will say We'll do once again. 24. So the footing, um, with footing, death. And so we have footing, that we can adjust the thickness off so we could say 12 inch wide and 24 inch deep with a six inch sub floors, lab or five inch floors limb. And then in the end, we can union. We can basically merge this and this together. So let's do that. And then if you right click here and platinum, it'll take both of them and put them together. And so you can take these things that you did previously, and we can go ahead and space bar and UN preview them that way. All we're previewing Assis, the Foundation and the wall, and now we can do as we did on the last one. Weaken group this together. So that's clean it up. It's pretty good. So this concludes the foundation portion 4. 1901 04 ROOF: all right, in this portion, we're gonna be creating kind of the roof portion. And so let me show you here. As you can see, this curb that we have here in Rhino is what we're gonna be using. That's gonna be kind of our jumping off point. And that's what we brought in here. So let's move. Great. Use that move. Come on, Component and move. That initial curved. We're gonna move it up in the Z direction. And once we move up, we're gonna move up in the same amount as the wall. So let's go for a wall thickness now, the wall height? Yes. And then we'll use that same 120 and you see how we also have that factors e here, so we don't even need to use this one. Weaken straight. Just go straight from that one here. And as you can see, we have brought that up. So what we want to do, It's just for this one. Do and extreme plug that in and we need to extrude in a certain direction. So we'll do in the Z direction, and we're going to extremes. What amount? That's too. Um, actually, before we extreme that let's create the boundary surface off that plane. So we'll go here and it's because he kind of creates of playing on that rectangle, and that's what we will be extremely. So now we have that here we have, we're going in the Z direction, and this will give us the the option of that. The thickness of the roof. So for the roof today will put 12 inch. We'll do a 16 here for the for the room. And so now we've successfully created that that. Hi. So if thinking is here and yes, this is will be for a flat roof or flat ceiling creating a slope drew it in grasshopper. It's a little bit trickier than you might think. So for now, we'll be just kind of creating a building with a roof and a parapet above. And so once again, here, group it together. So now we know that this is the roof portion 5. 1901 05 PARAPET: Okay, so now that we've got that portion of the roof down, let's great the parapet. So doing kind of the same thing that we did hear moving it up. We want to move this curb, uh, 16 inches and that will allow us to use that curve as the curve or the parapet. So let me show you what I mean. We're gonna move this curve up 16 inches, so we're moving it up right now, but it's not moving up, so we'll go to the same roof thickness 16 inches of now that moved it up. So whenever we just this, it will move up with it. So 16 that's where we are. And here we can upset this curve. We can flip the direction so it opposites in instead of upsetting out, and we can do it a distance of but safe for so that will create that initial curve. And this one which will give us the jumping off point for creating the parapet. So let's do a boundary surface again. Plug that in here, plug ammunition one here and then flatten it to get that surface. And now we can extrude in the Z direction once again because we want to. We need to give it a direction. We're gonna move extrude up, and we're gonna take this surface extruded up and will say here 42 inches or 42. So that would give us a call parapet wall on the outside. And so let's call be paste These panels here, I think, start putting in and labeling everything. So this was going to be thickness. And so now we have successfully created that and let's group it together to keep everything organized, as we've done kind of in the previous portions. And now, at this point, if you kind of followed along with steps here, you shouldn't be at a point in which you have an entire building with the components of the walls, the foundation, the roof and the parapet. And you should be able also to adjust them. Uh, and all of them kind of work simultaneously. The only tricky part is if at the beginning you start with a curve that's offsetting out. Um, it might not work, so you might need to flip the direction of the curve, but that's that's, ah, very minor thing that you should be able to account for, but for now, you should also be able to hit it at 10. Here. Move that moved these points around. And also I just and have ah adjust accordingly. So now we're gonna move on to creating the outside material so we can kind of finalize this , uh, this script. 6. 1901 06 EXTERIOR MAT: So what we're gonna be doing for that exterior material is same thing that we've done for most of these is I'm gonna hide it here with this button here that don't drop preview geometry. So we're still using that initial curve, which it's gonna create everything. And that's what we want, um, to use for the exterior material. So let me show you what I mean. We're gonna take that and we're gonna move it down. So we're gonna move this Kurt initial curb. And in architecture, you never want the exterior material to start right where the foundation meets the wall. You want to actually bring it down, So, actually, I'm gonna bring this down in the Z direction a negative amount, because I want to move it down. So we're gonna move that curve that we brought in here. We're going to move it down, and I'm just gonna put too, just to kind of show that that's, you know, two inches down from where the foundation meets the wall. And so now we're gonna take that curve, Then we're gonna offset it. So we're gonna offset this crew, and this time it's offsetting out, which is what we want because we want the material to be out. So that's two a boundary surface between this this and we can flatten it. And we can also change to the thickness of the extra material. So we'll go one dot dot dot um you know, six 0.0. And that's how you can kind of create a customs lighter of 1 to 6, what with the decimal. So we'll go here a distance of one, I will say three inch exterior material. And now we have this surface, which is gonna be the jumping off point to extruding that entirety of height. So what we're gonna be doing, too account for all these heights at once is we're gonna have to do some math. We're gonna have to do these two inches plus the wall height plus the roof height plus it parapet. And that's what's going to give us the height of this. So this surface, we're gonna extrude it because that's what we want. Street it all the way up to here. Yeah, we're gonna add we're gonna do, In addition of the two plus the wall height that'll give us 1 22 So two plus 1 20 We're gonna add another one you're gonna have to add, and then all of that, plus the thickness of the roof. So we go here through thickness 16 and we can bring that down here. Now we need to add another one because we have to add the height of the parapet. So we'll plug this into the top. So the results of that plus the parapet height 42 and that this will give us there total heights of 180 which then we can plug into here. And if you don't do a Z direction, which is the way you want to extreme, it's not gonna work. You need to give it a direction. So we're extruding it 180 up, which is the summation of all the different heights. And that's so you can you can let's see, if you do the the height of the parapet, it'll adjust with it. So we have a lower one and we have a wall Hate of baby. And you know, we can start. We could start playing around with the parameters and everything will add together accordingly here, So this is gonna be the this is gonna be Let's see that next material? Um, drop. I guess that's what I'll call it. And then this one's gonna be extreme material thickness. And that way we can kind of keep everything organized according to each component for each portion of the building. 7. 1901 07 CONCLUSION: And so now that we have this, we can go ahead, come here into Rhino, we can start creating. I'm gonna start, um, here with the default. And I'm gonna hit tab and start with layer one. It's gonna be wall and then hit tab foundation hit tab, then roof hit tab, pair, pit it tab and then exterior. I met. What that will do is I can now go to walls, select walls here. Good walls. And I can I'm preview this. First of all, go here and then go to the walls. Hit space bar Bake. Now that does the wall. Now I'm gonna get a foundation and I'm gonna go here. Space Bar Foundation Got a roof. Go here to group space Mark Big. They could've Peyrefitte go here to Space Bar Baked, and then you can go to exterior materials and come down here. It's space bar bake. And once you kind of start looking here and right now you start seeing that. Okay, we got the entire building here that we were looking for. Um, we can also too quick render. And this could be a good jumping off point for creating the, uh, openings for the windows and doing the rest. So it's a quick sketch, and it's a really accurate jumping off point for creating new designs. So I hope you learned something new in this tutorial. Hopefully you learn and you were able to follow along. I'll make sure to, you know, add these things for you to be able to go over them. Um, thank you very much for watching, Make sure to follow along and all of my other classes I'll be making sure to post those.