Rhinoceros and Grasshopper Geodesic Dome and Detailing | DCO Graphicstudio | Skillshare

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Rhinoceros and Grasshopper Geodesic Dome and Detailing

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

4 Lessons (38m)
    • 1. INTRO

      1:48
    • 2. GEODOME GRASSHOPPER

      10:05
    • 3. BAKING AND EXPORTING

      11:59
    • 4. DETAILING AND RENDERING

      13:44
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About This Class

In this class you will learn how to create a Parametric Geodesic Dome Structure in Grasshopper for Rhino. 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 complex and impressive designs in a quick amount of time. The steps in this tutorial are useful for many other applications. So make sure to follow me for future lessons, and let me know if you have any questions, or ideas for future videos. By the end of this course, you will have a better understanding of how Parametric Design works and how you can apply it to your specific use case.

I highly recommend this lesson! Why?

  1. It is simple and straightforward with full explanations of the process of parametric design using Grasshopper.
  2. I will show you a real world example. By the end of the lesson you have a useful script that you can use to share with your firm, or impress your friends and teachers.

Who can benefit from this lesson?

  • Beginners who want to learn Grasshopper and Parametric Design
  • Architects
  • Engineers
  • Design students
  • 3D modelers interested in parametric design.
  • 3D Print designers

ABOUT ME:

Are you interested in Grasshopper and want to learn how it works? Don't be intimidated and give it a try! My name is David Copete and I will make sure to guide you through the exercise steps so you can learn the interface. Once you get through the initial learning stage, it will become one of your most useful design tools.

Link to download script and model:

https://drive.google.com/file/d/1UXWUFKUSSq63qLqyWVZ6dbOGkHWvelu7/view?usp=sharing

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   

 

See full profile

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Transcripts

1. INTRO: Hi, my name's David for petty and welcome to this rhino in Grasshopper tutorial. In this video, I'll be sharing how to create a geodesic dome that has the wireframe, outer structure and glass panels in S and enclosure. Now what we do at the end is we take it, we take the structure from grasshopper, we bake it, then we further develop it in Rhino. At the end, we apply materials instead of the render scene. That would weekend look at the final result of our model. This video is perfect for engineers, architects, students, or anyone that wants to learn how grasshopper works. If you've never tried this program before, I would suggest to give it a shot. It's a little bit intimidating at first and it does take a bit of practice, but at the end, it becomes one of the most useful tools that you can have. At the end, I share with you the script. So you can play with it on your own and see how I achieved the final result. With that being said, thank you very much for being here. And let's jump right in. 2. GEODOME GRASSHOPPER: What I'd like to do is bring any skilled person that way I know how big my structure is going to be. And I have a 3D model that I bought in. They sit in, there are a lot of three resources where you can find those and bring them in. I'll try to put one of the ones that I use, the adopter free. So let's go here to Insert. And I have this already scaled to be the right, the correct size. So once we have this, let's go ahead and go into Grasshopper and bring in our base geometry. So the base geometry for this video is actually going to be a mesh. And so you'll go to this mesh tab. It's going to be polyhedron. Now, this is not something that comes native with grasshopper. You actually have to go to school here to agree for Rhino. And then this is called Pauli's. So what you would do is go to food for Rhino. You do have to register and login, but it is free. So I do recommend it at that. And you would go here and download the world depending on whether you have rhinos seven or rhino six, you would install either one. Once you have those installed, make sure that it says Grasshopper and then rhino. Once you install that, you will have it showing up with this one. It might also require you to restart Rhino, but once you have it, you should be able to have what we need to work on today. So let's go ahead and start by clicking on this polyhedron tab. And in here I'm going to go to ecosphere. Now, this is actually the base geometry here. And notice that it's, we have a hard time seeing what the geometry is, but we have an idea of what it looks like here with the icon. To display the edges of the mesh will double click here and go to Mesh edges. Once we plug that into this one, you'll see that the edges will show up. And all we have is a basic icosahedron density of 0, scale of one. And the thing is going to be as zeros or Israel. When I'm going to do now is start plugging in some of this, some of this input information. So scale, that's actually going to be the size. So go well. So I wanted to be 12 V. And then I'll multiply here, multiply by 12. And what that does is take 12 times 12 and that gives me 12 foot diameter structure. Now we can always, of course, coming here and increase it, but that's one way that you can change the units. V from inches to be by multiplying by 12. Well, now once we have that, let's go to the density. Now for density, we have it at 0. Now, I wouldn't go any more than five. And you'll see why. So I'll go 0 then less than five. And what that does is it'll give me a slider from 0 to five, and I'll go to 0, making it the same as what it is now. And next, I'll increase this by one. And you'll see that now we have a further subdivided down. And as we continue here, and we have more and more subdivisions now, when you start getting into the five, you started seeing that it starts having a hard time competing because it's subdividing a service into a bunch of little triangles. So for now, we'll keep it at like dude. And with this, we can basically get started developing our structure. The other, the other plug-in that you'd go into D is Weaver bird. So with Weaver bird, this allows us to do a few things to our mesh. And those are going to be critical to develop it. So you would do the same thing. You'd go to good for Rhino. And in here, you would type in the rubber or in Google. I've been we were Bird software. And this is the name of the site. And you just download the latest one, install it in what it allows you to do. You'll see in a second is take this mesh, which is just the simple one. We're going to move this out of the way and we're gonna plug that into a frame component. Now, once we plug that in, you'll notice that we get that brain. So what I'll do is I'll take the edges, take them to the frame there, and then I'll take this one, just able to preview. Now we can basically take a look at her brain. Now, notice that it goes through point and it has a certain distance. That's what this distance here is four. So go to 12 or 12 inches. And so this is the way that we can increase and decrease the size of that opening. The other thing I didn't mention was the plane. Now here it's hazard at the zeros, 0-0. You can move that to any other location by maybe putting a point and then setting the point to move it around. But when they create structures that are fully parametric, I just make sure that I have it at 000 and have the ability to change that location at any point. Quote. Now that we have this, let's go ahead and give this some thickness. That's where this weaver birds mesh. They can comes into play. Let's take this one and plugging in our brains and distance, we will do the same thing as here. So I'll slide this over, both down all to make a quick copy. And I'll plug this into there. At the end. I'll plug in our mesh edges. So we are displaying those. Disable the preview here so you can see what we have for this structure. So it has some thickness. And what's great about it being parametric instead, we have good ability to, on the fly, increase or density to let's say three. And further subdivide that. Now, so far, all we have our mesh reigns. But let's say you didn't want to not just make it frames. You wanted to also have like a glass insert. And this is where our next component, which is called weaver birds mesh window, which will do the opposite of the brain. Then it's take this and create that inter inner part window. So let's go ahead and disable 2pi beer. So as long as we increase in, decrease this, our window is going to do the same thing. Now. These, I do want to extrude them, but I am going to extrude them. Not 11, but maybe like one. So I'll take this, slit it up, hold Alt, and then plug in our windows. And then make another copy of our slider and plug this into our distance here. Now for this one, I'll actually go like one. So we have the frame and the glass, and I'll save it will preview here. Now sometimes once we start moving down the script, we start seeing that the red is a little bit difficult to see. That's where I start giving, assigning a color to the different components that I have here. So let's double-click here. Custom Preview. And I'll double click here and go to swatch. So this color swatch was going to take these inner frames given more color. And we want to do the same thing for the bottom part. We'll go down here. I'll make a quick copy. I'll plug this in and I'll give this a different color. Now I can delete this way. So we don't really, so now that we can visualize this, depending on whether you want to further do certain things like connections and stuff like that. We're going to keep it kinda basic. Export this, make this, and then do the rest of the developing in set a rhino. 3. BAKING AND EXPORTING: Which was pretty straight forward. Let's go ahead and bake it. So what I'd like to do before I bake it is to create a new layer. So I'll double click here, then click on Tab and call this structure. So I like to use caps, structure one. And then I'll click on tab and it'll create a brand new layer. And I'll call this windows. I will make my structure. One current goes to the structure and middle-class and bake. And then go to windows. Select this one, middle click bait. Now, the more sub-divide divisions you have, it's going to be a little bit trickier to develop, but it does look a lot cooler in my opinion. So once we have this, let's go ahead and save our file. And once we have it saved, we can move into developing it. And right now, so let's go here to file, save document. Let's save it into our location. So now that we're here inside of rhino, I am going to exit out of grasshopper so it doesn't interfere with my view here in Rhino. And I'll go to shade it. And we see that we have our meshes in our information here. I would like to do is click on pert or type in verge and had an answer and try to get rid of all the things that are not relevant to our model. Now, what makes it easier for me to work on the model is turning it from meshes to nerves. So that's one of the first things that I do is say take these to select them and type in bash the nerve. Hit Enter. It'll take a little bit or to calculate and take everything from a mesh into nerve. But as soon as it does that, it'll be easier to subtract and then further developed. The don't let's give it a second date. Now they did take a little bit of time, maybe like a minute or so. But once you have that, you can delete everything else. And once you have this, the trick is going to be to cut everything in half. Now, for me, what I like to do is just go to talk to you. And we're going to create a bots. So we'll start here and we talked. And bottom-right. There, we'll move into 3D and move this down. Now. Move this down a little bit. So let's go move vertical. From here. We'll move down to here. And depending on whether you like where that looks actually want to undo that and go back to where it was. I'll take this one and do Boolean difference. And then select that object, which is going to be that big box that we created in extruded down. And it'll take a little bit of time. But as soon as it does that, it should do it. Because when we turn it from a mesh into Europe, it's a perfectly closed solid. Well, so now we have added the dome. Now we're gonna take some of these windows, select objects. So what I'd like to do to select them all, and that's one of the other reasons why I like to put things into their own layers is because it makes it a lot easier to select things. So select objects, I'll deselect this one. Then do BD for Boolean difference, select box, and enter. And notice that all of those, the ones that we're intersecting the box and get subtracted. So this is in essence how we can easily take a dome as permanent mesh to nerve. I didn't have have everything be working out correctly. And now we can further develop this into a structure. So the important thing is to understand the pattern of a geodesic dome, because the base geometries unnecessarily. Hexagon. It's actually a pentagon, so that's where this triangle stems from. And that's what we can use as a reference as to where we can create a opening or the darn. So we'll go down here and we'll take the glass windows and will actually hide those. And before that, let's take that color and change it to something like a turquoise down to like light blue. And let's hide that quote. Now, whether now you have to pick where you want your door. So what I'd like to do is, like I said, go symmetrically down the line and then figure out a space that works for that skill. So what I'd like to do is once I have picked that location had been explode. Basically exploiting the entire thing. Now this is a little bit scary at the beginning, but you'll see how this takes shape. The other thing is sometimes we like to go to the frontier so I can see things better and I can pick which one of these I want to get rid of. So I'll take the person and I'll walk. And I'll go here, start selecting some of this stuff. Okay, so that's looking pretty good. And when you do that in front of you, it actually opens up both the front and the back. And there was one of these points, those floating in the air. Which is okay. But the important thing is once you have that, let's go ahead and right-click on structure. Select objects into layer. It will select all of those and type in join. And then just to see if there's any chance that it can. But it altogether. So I've been cat and it couldn't happen, which is fine. Next thing what we need to do is to close up these little gaps. Now so far, it's looking pretty good. And we have that opening name, which is a triangle. It will go here to a rate trace or even our rendering. So now the trick to most of the stuff is pretty simple. I do like to start with the different layer, so I'll go to New Layer and just change the color to red. So it's kinda break for me to see. Next thing is to close these up. So it's going to be the same thing for all of this and you'll see it. I'll do a timelapse to kind of say it a little bit of time. What you're gonna do is type in law. Click this curve, this curve, and then hit Enter, and it'll create that line in between. Now be careful that if you do the loft and you do one side and then pick opposite on the other one. It'll give you issue. So it'll try to kinda sit over so it does matter which side you pick burst. So if you do pick loft and we go from here to here, and you pick the same side every time. You'll be able to be the second set of string. Lastly, to put these together, you can either loft the red ones or these other ones. Once we have the close-in, will do the same thing to the sign. What do I do this kind of work my way really quickly by just doing one at a time. But once you have a little bit of practice, you get used to getting this done correctly. And if you don't pay attention, you'll end up doing the wrong thing here. The other thing is sometimes it's perfectly symmetrical or we can take this, join it, and then mirror relative to the center point. But I don't like to do that because sometimes it does give us some issues that then lining up perfectly. In this case, it did work out. So that's okay. Then, then I could do select objects and basically Marriott down the center. So this is the center point here. And we'll go from there. Bring out a line here, a disjunct, we show up on the other side. So let's right-click on there. Select objects had been going. Then let's select the structure. I've been joint. And at the end they should say 19 surfaces or surfaces joined into one close poly surface. So that means that this being a close surface into a watertight solid, this can be 3D printed. And so that's one of the neat things about developing it this way. So I'll select this and type in merge, ah, basis. And what that's going to do is all look, the coplanar aces will get kind of merged together, so they're kinda seamless. And the ones that are not will remain that way. So you'll see that in a second. A will take a few, maybe a little bit for it to finish processing x. It does have to do a lot of basis, but you won't have that issue if you have less subdivisions. 4. DETAILING AND RENDERING: So at this point now that we have everything worked out, there are a few things that we can do. But the next thing that I think would be critical is creating a base with this. Now, we have the dome and we wanted to sit on something that is not just regular ground here. So I'll keep you seem to slavery six, and now I'm going to create a circle around this entire thing. Now what I'd like to do is go to circle three points. And I am going to continue trying to figure out or use this symmetrical points. Circle all the way around that don't. Well, so now that we have this, I like to have a bit of the lib where to sit on. So offset approximately gauges. And actually I'd like to offset in a little bit further than the inside. So I'll set or change to the inside because it's actually 1212 of the 14 to the insight that we had also does three inches in. Now I can take these two and extrude them down to create a little stumble or don't just sit on. So I'll type in extrude curb. It'll go six inches down. Now delete those curves because I don't really Emory now because I'm going to extrude this outer curve. So I'm typing extrude curve. And I'll take that outer line and I'll extrude it down by another six inches. What this does is essentially give us a little base plane, this sit on. And we can also out here have another platform through this etcetera. So one way we could do this as actually scale this up. So if you do have it here and you do like it there, that's fine. We can, I'd like to angle this way into scale in two-dimensions. So not vertically, but only make it wider. I'd like to take this plain hold it, drag it out. So let's hear old shit. Drag it out in that skill set in two-dimensions. So we'll call this grammar or base. And we'll change it to something like a dark gray. This equilibrated and rendered view. Now the next thing is going to be to create a, either a glass door or this, or something of that sort of blue shaded. And when it brings back the glass, we already have the glass panels here. So I was thinking maybe we could use those glass panels to create that door brain for the door. And so what I was doing is locking together the outer edges here. And what that does is create this hexagonal type form. The same way that we develop inside cutouts. The locked together this sign. And I'll continue all the way around until I have the dog, right. Okay. So I finally kind of developed this one into the frame. What I'll do is create a new one, call it door or frame. And I'll change, right-click here and go to Change object layer. So I'll take that right-click here, select objects jointed together. And what I'll do is I'll offset this to create a little bit of thickness to it. O offset surface. Both sides? Yes. Distance. One to make it a two inch thick solid? Yes. In Round? Yes. All right. Enter. So now that we have this, we basically have the entry door and everything else. Let's go to run it for you. And we need to start applying materials because right now we can't really see the door. So I'll go here to shade it. And on the other side you should still have the glass. So what's good about it being symmetrical is that we can use that door from the other side and put it on. And what I'd like to do for something like a door that I'm going to use more than once. I like to actually turn it into a block. So it's like these are actually called this door. Make it new current layer, then type in plot to create a block. And I will put that right in the front here. While this dork this door will go exactly on the other side. So it will go to them. I taught you in right on top view. I will near this relative to the central point. Okay? The line, which is going to be mirror line. And that goes right into. Now. I don't want it to be flush here. I wanted to be a little bit in the center. So one of the tricks, LAGs is actually up to delete one of these and scale it relative to the center. So I'll type in scale. I'll turn on my center snap. Go to the center point of the dome, which is in the center of that circle. And I'll scale it by picking a reference point out here. I'd like to click. You bring it out here to something about around the middle. What that does is it essentially it centers it between the Door and the firm. Next thing, as we did before, let's copy it down. So it's, I've been mirrored. Go to talk to you. Bringing out a mirror plane. Now that we have this, let's go ahead and take this and put some materials on it. Now, I have the ray, but you can use just the virion materials by clicking on the circles here. And the ones that you want to imply you can click on there and apply material. I like to apply the material using viewing materials. So go here to material. And I'll just create a regular PBR material, all this a structure. And under the options, I'll turn this into something that looks more like metal and then change and give it a little bit of roughness. Once we have this, we can right-click here, apply to layer. And you can do the same thing there and go to structure one. And now we're going to create some glass. Now to this, there are some V Raman or some Rhino materials that you can use. Glass. Glass window. And I'll do the same thing. Right-click here. Apply to layer windows. Next thing is L exit out of here, or I'll move the set of the way. You can also type in materials here in Rhino. And you'll notice that I'll have those materials that are attached to the right. But you can click on plus, add a custom or any kind of material here. Next thing, let's see what it looks like. Now. I have a way that I like to display my renders. But for now, we'll use our just our current default kind of Render Settings. And what did you like to place is a ground plane. So I'll go to ground plane. When you click on ground plane, you're going to turn it on. And it gives you kind of like the bottom ground. And I will actually do a zoom selected at the door. And now I'll take a look at what it looks like doing a rendered. Now, I like to use a review render, see what it looks like first. But the dark bands in the string is really actually like to come in and create a bit of a different color. So structure and then I'll duplicate this to make it a little bit darker. And use that for my door grain. So that will begin here to go into layer blog editing. And I'll select this. And now I'll go to my materials and apply it to selection. That's another way you can. I'll hit OK. And now if I do a render preview, it should give a little bit dark. But dressed like this. For enough environment. You're not the environment. You go to a rectangle, light. They do like to put them in a specific layer. So before I do that, go to any layered qualities, LTS for lights. Make that your current layer. And I will go to top you here and create a rectangle like so. I'll go from top left to bottom right. I'll take this rectangle and I'll just move this up. Now, what I'd like to do is you see how it's looking is by picking my idea. Going to render premium. That's where the material is little bit too shiny, so it's reflecting those. Dart around to lunch. That's where a lower here under materials, a lower or the structure a lower some of the or increase the roughness. And once we do render review, you should see that we have this shopping trip.