Rhino Grasshopper Architectural Canopy With Curve Attractor | DCO Graphicstudio | Skillshare

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Rhino Grasshopper Architectural Canopy With Curve Attractor

teacher avatar DCO Graphicstudio

Watch this class and thousands more

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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

8 Lessons (30m)
    • 1. 01 INTRO

      0:45
    • 2. 02 BASEGEO

      3:32
    • 3. 03 SURFACE DIVISION

      3:00
    • 4. 04 CURVE ATRACTOR1

      3:51
    • 5. 05 CURVE ATRACTOR2

      5:16
    • 6. 06 FORMS

      3:39
    • 7. 07 SUBTRACTION

      3:12
    • 8. 08 CONCLUSION

      6:46
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About This Class

In this class you will learn how to create a Architectural Canopy using Curve Attractor component with simple and straight forward steps in Rhino 3D and grasshopper. Grasshopper is a bit intimidating at first, but with some experience it can become one of the most useful tools. These tutorials are great for students who are trying to expand their design arsenal.  They will allow you to create some impressive geometries in a quick amount of time.  The tools here are just the start of what is possible to create with Rhino.  The steps in this tutorial are useful for any other applications. So make sure to follow me for future lessons, and let me know if you have any questions, or ideas for future tutorials.

Meet Your Teacher

Check out my website for more Parametric Courses and Scripts

copetedavid.com

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

 

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Transcripts

1. 01 INTRO: But in today's tutorial, we will be going over. This grasshopper script allows us to create a structure. Then we can change the height. We can change the length, the number of divisions. But most importantly, we're able to create a curve, a tractor. That way the pattern is a little bit bigger here than on the outside, and you can also change the shape of the pattern. You know, right now we have it out before we can change it to a hexagon. We can change it. Teoh Octagon. It all depends on what we want to do. And so in this tutorial you'll see all this steps. They're pretty straightforward. But if you do have any questions, you can let me now and I can help you out. 2. 02 BASEGEO: So our first few steps is gonna be to create the base geometry and I'm gonna create a X Z plane. And that's gonna be our first step for creating the structure that we're gonna be putting here. So the next one is creating an art into that one will plug in the plane, police there, and then we can do a radius of it's a 25 foot. But before that, that's pretty units and see what units were working with for me. I'm using feet and inches, and so if that's gonna be 25 feet to turn it into inches, actually have to multiply it by 12. So I'll double click there and do times 12 and give me a component with the 12 year where I can just plug that in. And now I have a 300 inch radius that'll plug into their and so there we have our beast geometry, and now we can extreme that that art in the same direction of that plane so perpendicular to the plane. So we'll go to amplitude. We'll plug in the original plane, plug that into the direction, and now we can also just take this drag it down and then hit salt to make a copy. Now we can make a 25 foot long structure which we can also increase. Um, depending on whatever we want to, you know, whatever we want. And then later on, we could always come back and just the's on, depending on what we're what parameters we actually wants at the end. And then here we can actually go to the top right here where it says preview mesh quality goto high quality. That way, it gives us a cleaner way to kind of you the model here it. So the next steps are gonna be too basically, break this geometry down and creates, um, some a pattern, basically that goes across the surface. But it's also important to go here and keep your script organized by labeling everything. So what I do is I double click here and typing panel, and with the panel, you can write anything. And so this is the way that I kind of organized by information. But there's other ways where you can double click here and change the main. But I like having something with a bright color to just called my attention to sliders that can be updated, and it just kind of helps visualize. So, for this will do structure, right, melded in caps. Here, I'll make a copy. You know this structure and I'll drag this down and to align these to the left, you can select these together and then go to the left, and that's one way to get it together. The other one is You can select those and then hit this one, and it'll evenly spaced them. But we don't We don't need that for now. So believe it like this. And there we have our base geometry. We can hide everything else and just have this preview for the next steps. 3. 03 SURFACE DIVISION: and the next step is to subdivide the surface. So that's what we're gonna do. We're gonna take this surface that we have and use a component called surface frames. And what surface frames is gonna do what it's gonna do. It's going to subdivide that service and give us some See planes that are aligned perpendicular to that, um, that surface and so would that allow will allow us to do is to basically put some geometries and align it to that service. Let's go ahead and create some polygons and the polygon. Let's go three dr 30.9. And that way we can start with a four sided polygon. Uh huh. And for me, I'm gonna create a 12 inch radius and do it. Fill it for now. We'll do a zero dot, dot 0.0.36. Then we'll leave that at zero, and we'll organize this together. Um, you also may what? So we know that this is the for curry? Shin sighs. You can go here and say preparation shape and this is gonna be preparation. Look. And so there we have We haven't placed them here, said let's plug the frames into the plane and there. We have a foresighted, basically a a square that's created exactly at those points, and now we can increase the size. We could also change the density. It's actually create a slighter of one dot, dot dot 20. So it's later from 1 to 20. We can create two of those. And so, as you can see, we only have one in each corner and we can slow increase. We're here to find, Let's say, here, too 13 and there We have a pattern that we have created throughout this service, and now it's just a matter of, uh, creating some solids and making this pattern of just according to a curve, a tractor, so that'll make it a very, very versatile to for adjusting patterns and having them be dynamic. So let me show you the next steps for that 4. 04 CURVE ATRACTOR1: so at the same time, making sure that I'm keeping this organized side dead. Label this with divisions. And so here we have these probably guns that we need to vary the size. And so what we want to do now is create the point, a tractor. And so we want to create a box around the original geometry, which is gonna be this extrusion. And what I want to do is select the bottom face up this box. So to do that, we have to deconstruct it, which is basically exploding it. And that way we can see that we have here six faces and we want to pick the bottom one. So to pick one of them, you have to use a component called this item. And that way we can plug in all the faces into the list. And we see that the component that, uh, that a default soon is this left one. And if we go here to list and reverse the way that the list disorganized, we actually see that it picks the top. So and here we see that the index of zero is a top one. And so we go here to warn. We see that the list index of one is the bottom one, and that's what I want. I want the bottom. Once I came, use that and intersected with this geometry. Increase the curve, A tractor. So that's this in the Z direction. So, actually, let's, uh yeah, let's get this in the Z direction that will move it in amounts of copy this over so I don't have to recreate a slider, or you could just on, you know, naked on, uh, just a slider by itself. But here I have the ability to move this up and down. Um, and now we have this service that we want to intersect and get a curb that worried intersect. So let's go here to intersection and let's get physical where it says b ref and be ready. So where this plane intersects this, we have a curved that's created and that curve, we basically could move it up and down according to this lighter. So it's actually move this sound to like 50. So we have a little bit more control, and this curve is gonna be our curve, A tractor. And so let me show you what How did create the curb, Attractor. We have to create a one called close, closest curved closest points. That's what this and so we plug in that curve into here and here, where we have the polygons and the brains. We want to extract the points exactly where those frames are. And these points are gonna come into these points here. And let's and make sure when you get to this point that you flatten here. So we get an entire list of sets of information we don't want. If you don't flatten this one, it'll basically not work. And so, from here now we can go ahead and move onto creating the curve a tractor so we can have these polygons get a little bit bigger or get smaller, depending on how close they are to this curve. 5. 05 CURVE ATRACTOR2: So what this curve closest point does is it calculates how close all of these points are relative to the line, and so that will give us variation and distances that will allow us to change that pattern . And so what we have to do is use, uh, a few other components to plug, then then plug that into the radius and have the radius of thes polygons change. So the next one to use it's called remap numbers and so remap numbers. That's what we're gonna play in the distance, first of all and under the value. Then we're gonna move on and create and look at the balance. So what bounce does it? It's a gift. See the number, the first, the biggest and smallest numbers. So if we plug in here, we'll see that the biggest number, the smallest number is 19. The biggest is 6 95 And what it's gonna do this is gonna take that maximum and minimum number, and it's gonna change them with this other component called construct domain. And so it's this constructive may not constructive main squared, and it'll allow us to change the maximum and minimum numbers to something different. So right now we have the radius at 26. So let's have that to start, and then it's actually make it a little bit smaller, and then we'll make it end. We'll make it like 47. And so there we have now we've created that, um, the remap values that we can plug into the polygon to change the size. Before that, Let's Ah, let's see and hear what we have that curve a tractor that's actually pick one of those two . So it's good a list item and put plug in both of those curves. And actually, if you take a look at which one is should pick one of the two, and so that's actually unplug that curve from there. And if you ever wanted to switch it to the other one, we can just reverse and it will actually go to the other one. So regardless of which side use, you could just reverse it to get the other side, and we'll plug that curve into their. And there we have, uh, basically the curve a tractor created, and now we could plug the curve a tractor into the mapped the mapped into the radius. And there we have the radius of these here where they intersect with that live, be smaller. And then if we wanted to move that up and down, you see that it'll actually once it's getting towards the top. Like there. You see that we have the preparations getting dinner here at the top and then getting a lot bigger on the side. So that's actually turned that around and go. We want things to be a little bit smaller here. I want to be bigger here at the top, and so they don't clip. It's actually come here to the fillets size. So weaken preparation states. We can actually change that because the preparation size is gonna be dependent on the maximum and the minimum numbers here, do you? And so here we have the preparation shape. We can actually change this to Hexi Gone. If you want, we can bring that back down to four. And then here we could do a fill it and actually decrease a little bit. This ice here so we can have it not clip perfectly. There we have it. That's looking really nice. So that's make the small ones get small and the big big, and it's actually go back here and increases size in the in this direction. Come back here. I can adjust our preparation size accordingly. You could also go back down here and do a little bit less fill it. And there we have our pattern way have throughout the whole exterior. And so now this is the pattern that we're gonna be using for subtracting the we're going to be subjecting it from the solid form, so that's gonna be the next few steps. 6. 06 FORMS: So let's give this structures and thickness and it's actually hide everything else here that we've done. So we can focus on, um, upsetting this surface. So we want to offset it in. And some let's go here to me 12 and see if it offsets. So yes, by default were able to offset it. So we have that upset, which will give us the thickness. And now we can moth together this structure or that surface and the surface, and it will give us that resulting beer up, which is that surface in between those here and we conjoined beer up by bringing them this components plugging in the three, the one surface, the other surface, and then the surface in between. Many people I met here, you should have here one close to be ready. And that's gonna be our solid exterior that we can use for, um, for subtracting. So it's not forget to then select these do space bar than this bandages over the eyes for disabled preview. And there we have that solid B rep. We also have that these polygons a raid perpendicular to the surface, so the next step is gonna be too extreme these and intersect that thickness the thickness of that structure to create the preparation. So it's actually do that. That's extreme. These polygons in which direction? Well, it's gonna be perpendicular to, um, the frames. So we'll bring an aptitude and put in the original frames that air back here into the vector. And for amplitude, it'll be the the extrusion amount itself. It's going 12 and direction hearing 12 and it's not gonna work. It's gonna be wonky, and it's gonna give you a bunch of weird results. But if we go here to graft and we go here to graft, you'll see that it should. I saw the problem now all of these air clipping up perfectly so we can see that it's extruding in the right direction. Also, Sometimes it'll actually extreme in the other direction, so you might want to add a negative here, but this time it works. But there's still open extraditions, so let's go ahead and captain, So bringing the component cap holes and then we can hide those and have these as solids. And so now we can go ahead and I'm actually increase the size of the length to maybe we can increase the frames to a 15 year actually 13. 13 also here. Okay, that's perfect. And so there we have the solid and the pattern, and now it's a matter of doing ah, subtraction. 7. 07 SUBTRACTION: So it's bringing that components. You have solid difference. Yeah, and these are the ones that we want to subtract. So we'll plug that into Europe's be. And we want you also rightly here in flatten because way bring, we're bringing in a bunch of different tables of information. Just wanted to be one long list of information. That's what we flatten it and then says We only have one Europe. Then that's what what we will plug in to the top, and it will take a few minutes before it gives us the result. But it's totally worth it, and you'll get a really, really nice design at the end, so take a little bit of time, not too long. So let's go ahead and hide the previous information and see that there we have some really cool results of a basically a perforated structure that weekend. Also, I just using a curve attractors up. Um, we have this curve here that we can move down so we can move up. So let's move this actually to a 15 and it'll it'll take a little bit of time, but you'll see that this a pattern actually moved depending on that curve that we have created, so so you can see it. It updated and the pattern got a little bit bigger down there and we can bring Actually bring back that curb and see that that is, that actually matches up that this curve. It's actually showing where the bigger preparations are in back here. We have smaller preparations, and so it's actually bring that back to 30 and will be able to see the final result of what we got. Like I said, it's important to keep this organize. So where right here we'll go to thickness. And then here we can change this to had an extrusion and now weaken. Keep this information organized by basically labeling everything, keeping it nice. And here and so there. We have basically a pattern that is put through out here, and it is adjusting occurred according to the Curb a tractor. Now there's other ways in which, instead of having the pattern get bigger or smaller, we can actually do other things, like having them rotate, uh, depending on how close they are to the Kurds. So there's many other applications to this. This is just the basics. As to how to basically get a pattern on a surface and create something like this. So hopefully you enjoyed and learned something in this tutorial. Uh, let me know if you have any questions or if you have ideas for other videos. I'll make sure, Teoh, uh, you know, answer any questions that anyone has. Thank you for watching, and I hope to see you next time. 8. 08 CONCLUSION: And if you actually want to change the colors up a little bit, you can go here to display Custom Preview. Plug that into there and then here, double click color picker. So we'll get a color picker and we can plug this into there and change the color of our A final design here. So it gives us a nice and nice good looking preview that we can share with them with anyone that we want to impress. And so upper now shaded presentation view. And then I will show you on a quick time lapse what this would look like rendered. And also don't forget that, uh, we have this script and were able to not just put it on the surface. We can put it on any other surface. And so that's Ah, go here and to right now and type in plain. And that way we can kind of bring in a plane a little bit bigger than that. Um, have cylinder and let's do a cage at it, bounding Bart's world and then all of these defaults and then global. We'll just keep it global s a default, and then we can let's bring up those bring these and I'm gonna actually take thes middle once move so it's creating kind of like a dome shaped and let's bring that into into a grasshopper. Let's go surface and then select that surface, go to set one surface and then we can actually select boasts, do control h to hide. And now that we can use this surface, so as you can see we have that that original surface is plugging into many different places . So we have to plug it into all of those places also. So it's plug this into the surface. It's also plug it into the upset, plug it into, and that's actually go here to enabled. We can come back here and make sure that we have that's solid created, so that didn't work. So we have to get rid of all of these other surfaces to beat the law, and we need to actually do that again. So we have that surface. It's not gonna be the surface anymore, So we're gonna upset. You have that surface. We have this surface and the costs together loft those two together, feeding this final beer about So this one. Yeah, and we can unplug that one. So there we have. This has assaulted, and that's gonna be a thickness. But as you can see, it's actually upsetting to the outside. And we want to upset to the inside so we can actually go to negative here. And so these other things that you will need to adjust if you do do something like, uh, like we just talked about, like reading in your own surface. So let's bring take the surface and let's preview. And if I'm not mistaken, we should have everything here working out pretty good. And one other thing we need to do is where these intersect. We actually, let's do intersect Where, uh, this new surfaces So that's one of the other things. And so let's see where this intersecting and the bounding box also needs to go to here and there we go. Now we have this curve that it's actually allowing us to adjust. Let's go here to 50 and it'll this curve. It's actually what it's allowing for the curve. A tractor to be adjusted. So, um, you don't only have to be do parametric base surfaces, but you can also just bring in of other types of surfaces. You could even bring a cylinder and that you created Rhino, so that will give you a lot of versatility of what you can do with this script. So here's the final vendor, and it looks pretty good. Um, so hopefully you enjoyed and learned something from this lesson, but