Transcripts
1. INTRO: In today's video, I'll
be going over how to create this standalone design. It has columns, puddings being
an overall structure here. So one of the things
that we can change this, obviously the overall size, we have, the depth of the
columns that we can play with. You can also go here to a
wide, they're going to be. Then we start getting into the foundation and
the wall height. Here. We have the
Foundations stem wall. Then here we have the beam. We have the offset for the foundation or footing
for those columns. And then the depth
of the pudding. At the end, we kinda
create this overall beam, which we saw here. This is going to determine the height of where
that is located. And lastly here, we created this overall dome that we have the ability
to change the height. So let's go change
the upper limit here. Using the MDI slider. We can play around with how this is going to be formed out. This bottom one does need
to be here at the bottom. At the top one, we can choose where it is and it doesn't have to be
all the way up there. We can even change this. I'll be sharing how the
program works by walking through all of the
steps in detail. This way you can understand
how it all functions. The program is a little
bit intimidating at first if you've
never used it. But once you get
used to it, you'll see how important it is to understand it and how you can
use it to your advantage. I'll also be sharing the
script so you have it by your side as we move
through the exercise. This way you can always reference
back to what I'm doing. Hopefully you're excited about getting started
with Grasshopper. And let's jump right in.
2. BASE GEOMETRY: So to start, first
thing we're gonna do is go here and bring
it into point. So I'll go here to
construct point. Then we'll go into
a point component. This way we can change the
location at any moment. Now we can move on to creating the overall diameter
of the structure. What we'll do is
create a circle. So we'll go here to a circle and plug in the
point as the plane, so the location of it, and then the radius will go here, 250. And since this is
going to be like a 50, but let's say diameter, this will actually
be the radius. So we can actually
divide this by two. We can have the
overall radius or diameter or the
design structure. This would be technically the outside face of what
would be the design. Now what we'll do is we'll take this and we'll offset
it to the inside and basically create the overall thickness
of that structure. So we'll take this and go to Offset and plug in the
circle into the curve. Now we'll plug in the distance. Actually have to bring in
a negative because it's actually offsetting
to the outside. They will want to
offset, lets say, 1.5 to the inside. And of course we
can always change these with our sliders. Now we can move on to
reading one of the segments. So what we'll do is we'll
also have to take the, will have to create kind
of like a center line. But we won't do that right now. For now, we'll take endpoints. We'll plug that
into both circles. So we'll create a
copy of this one. I want the endpoint of this one and the
endpoint of this one, which now I can connect. So go ahead and create
a line segment between the start point of this one and the end
point to this one. And actually I want
it the opposite. I want this to be
the start point and then this to
be the endpoint. Now with that, that's going
to be the overall segment. Now I do want to
offset the center one. This way we have
a central line as aware that column and
it's going to sit, take this and rather
than offsetting it 1.5, we'll do that again. But this time we'll
divide by two. It will go here. Divided by two instead. Now that places that offset
right there in the middle. So now with that, with
that dividing it by two, when we plug it in, we
have that center line. We can take this, we can offset it to one
side, then to the other. But we'll take this and
we'll go to offset curve. Now we can take this and
we can offset it here. So we have offset it by the
distance of one by default. Let's change that to 1.5. Now we'll do a copy here and then take this and go
to a negative component. This way we can do the opposite
to the other direction. What happens though is that
when you have something that you're offsetting to
both sides, basically, from the center, you're going
to go 1.5 and then 1.5, which is overall three. We actually need to take
this and divide by two. And then when we
divide this by two, now we can plug that
into the negative. And now it gives us a true value because it's
going to be 1.55 of 1.5, giving us the overall 1.5. So we can take these
two and either connect them with a
loft or we can also bring in the
endpoints of both of these and connect them
with a line segment. Right? So we have the endpoint of this, the start of this one, and the end of this one, and then the end
of the other one and the end of the other one. Now we can take these
and this is a lot better than locked yet because
we're just creating lines, segments that we can then join. Let's plug all of
these together. I'll flatten the input. And with that we have
created this segment. So now if I disable the
preview on all of this, ultimately, this, I think this line segment that's
here in the middle. So now let's move some
of these sliders around and I'll show you that
it all updates with it. So you have the overall size, we have the overall depth
with the central line. Then we have here to
one side and the other. By, we can do three feet
one side to the other side, or read by three. Now with this, we can take
this and create our footing. What we'll do is
we'll take this. We will create the footing, then create the column, and then at the end,
create that beam.
3. FOUNDATION: So let's take this and go
to a boundary surface. We can take this and create a little stem
off for our footing. So I'll take this
and go to Extrude, curve or Extrude, extrude. And then we'll have,
we'll plugging that surface into the base. And then bringing a
negative component because we want to extrude this down and the unit C. So
we want to plug those in. Now we'll go here to 0.5. We have the z vector that we basically extruded this down. But we can also move
this curve down. Then we'll plug in
the same vector down. And we can take this
and now offset it to the outside to create a bit of a foundation and then
extrude that down. So we'll go here
to offset curve. We plug in a value of 1.5. Now I always use
1.5 or let's say 0.8 if I want a slider
with less than ten. And now here we can
basically offset this. Now we can turn it into a
surface and extrude it down. We'll go here to
boundary surfaces. It now I'll take this, copy it because that's basically an extrude with a slider
that extrudes down. So I can tap Alt, makes a copy of that. Now we can plug in this
new surface as my input. Now we can change this to, let's organize some stuff
that we've been doing here. Let's start by width. We'll move on here too. That this is going to
be with this step. Then we'll move on to this
one being foundation stemmer. This is going to be
our foundation offset. This is going to be
are putting debt. Disable the preview on everything that I
don't really need, which is going to be all of these surfaces or
all of these steps that don't include the
overall extrusion. Now with this, we can technically take
this NO way around, but we don't wanna
do that quite yet because we want to create
the overall column. We have this surface. Now we're going to take
that surface and we're going to extrude again, but to a different height.
4. COLUMN: Moving this over because
I want to copy these, slide it up, tap Alt
to make the copy here. Now instead of negative, we're going to get rid of that. Override it with the positive. Here we're going to
create the wall or high. And if we don't
have enough here, we can double-click on
this and just change the upper limit max to 20. They could have a column
bigger than that. We're just saying
something like about 12. So that's basically
what I wanted to get done before we move
on to the next step, which is going to
be to array this around that center, right? It will take this, will take this one, this
one, and this one. And we'll do something
called the curve array. We know that if we
have a central line. So let's group this
and call this. Just basically gives it a color. And if mine looks white, It's because I set
my default to white. And you could do
that by changing the color and then
making it your default. Now with this, we can
right-click here. Central line. Now we can use
this as our array curve. We can plug in all
of these separately. So we'll start
first with column. Account is going to
determine how many copies. So we'll just go
here to for now, we'll copy this down
here like this. We can also plug
in the next one. It gets better up
here. Now we'll take this one, plug
it into this one. Now we've done the stem wall, and if you want those
to be together, we can technically
do a solid union between the foundation stem wall and the foundation footing. Now we can plug that flattened, making sure that it's
one Close be rep. Now we can use that as
our second array. So we only have two
technically due to curb erase. And if you see this one dark
and then the other ones, That's because when
you do an array, it will actually give
you the original one. So we don't have to
review that one. Is he a correctly? So far we've created
the diameter, depth, width, the height of the column, the depth of the footing, foundation wall, stem wall. And that's because sometimes
you want to pour concrete here and you want this not to
sit exactly on the ground. If it is, let's say water for a specific material that
you don't want to get wet. So that's just something
to keep in mind. So here the stem wall
will make it short. Then we'll have here
the foundation depth. Then the offset. Make these
fittings larger or smaller. And of course, lastly, creating a, let's say dance array of them
going around the circle. So to also simplify this, let me explain it one way is
we want to create a module. Once you create the module,
then you can array it. And technically,
once you array it, we have all of these
parameters that we can still edit and therefore edit
the entire design at once. So with that, we have
our central line, which we're now going to move up the same height of
this column and then offset it to create a
circular beam that goes, that supports a structure above. Let's get into that.
5. BEAM: The central line, which
we have here labeled, we're now going to move. This is going to be the
wall height, right? So now we're going to go
find it says column height. And now we can
plug this Z vector into here because we
already have that. So we want to tie it to
the overall column height. Now we can take this and further develop what the
beam is going to look like. Now we can get kinda crazy, but let's keep it simple by just offsetting this to one side. We can offset it by
the same as the beam. But actually wanted to make this independent From the
opposite of the column. What I'll do is I'll
take this and we'll once again offset to each side. Now, I can do that again
in which I wouldn't mind, but I want to show you
that we can actually copy this because we already have
offset here columns with, so this is going to
offset to both sides. I can take both of these, just tap and bring it over
here and plug in this one. These two. What it does is I can visualize that this is
going to offset that curve. In both ways. This is going to be the beam. Beam width. The depth is gonna
be the height. So we can always
change these two, so I'm not too worried. So we'll take these and
we'll preview them. And we see, oh, look at offset to the same because
when we copied it, it kept it at the same. Then now we can decrease this, now creates a
extrusion using this. So what we'll do is we'll go
here to boundary surfaces, which we know that when
we plug in both the outside and the inside
one holding down Shift, I've flattened the input. Now we have this that we can
extrude up to be that beam. So that's how simple it can be. But there are other ways that we can achieve that segment. And maybe, maybe I'll show that, but we'll see how far
we get along with this. So we'll take this
and we'll go to Extrude and then extruded
the direction z. So basically up. And then we'll plug in a value. So beamwidth, beam depth, that creates the overall beam. So let's play
around with some of these things that we can do. Pretty cool things here. Some of these parameters, Let's be this round. Alright, let's lower the amount of array copies that we made. So now what we have to do
is create a roof with this. So what I wanted to create
was just a generic or a very simple dome that can have an
opening on the inside. But we're just going to
create the basic form. Because I've kind of
gone over how to develop surfaces and break them up and do a bunch of different
patterns so many times, but I want to focus on just overall general
forms with this one. So with that being said, we'll take notice that
we have those two. We also have the central line, so we're going to take
that central line and move it up here by the same height as
the depth of the beam. We're going to move. Which one? This one, this is the
center line of the mean. I can also group
that and label it. And we can take this and
plug that into the geometry and plug in our
depth into motion. With this. Now we have base form or the base
geometry for our dome. And I've done this in
a few other videos. So check out the list of videos where kinda create other dumps if that's what you're
interested in. For this one, we'll take
the overall circle.
6. DOME: We'll bring in an area
component which will basically give us
their center point. Then we can take
that center point and move it vertically. So we're going to
create the height of the dome, the centroid. We're going to plug
into the geometry to move up in the z-direction. And we'll plug in a value, let's say 1.50 for the height. Then we're going to
get the endpoint. So here's the thing. Now we can take these
two and extrude it by the length here. But since we don't technically
have that specific length, because we started
with the outside face. Then we offset it halfway
and then brought it up. But technically we
don't have that. The way to extract it
would be two go-to endpoints, which is here. It now read a line
segment between the start and this endpoint will go to start than others
start point to create this. And we'll also create
a line segment between the point down here
and the point up here. And you'll see why. So we'll create a line segment between the centroid
being the start point, this one being the endpoint. What we'll do now is
this line actually contains the size
of that diameter. So we'll take this and
we'll go to length. Now, we can use the length
of that which is ten. And we can extrude.
Actually that's wrong. And this one is this one. I'll use this line here. And then the length
and the direction is going to be the same. So actually I don't need
that length because this is going to give me a
magnitude and a direction. Next we're going to extrude
it by the same as that line. So a lot of the time I, a lot of the times where I
do is I'll go to Extrude and plug in a value
or like a vector. But a line segment that has some magnitude
and a direction in a specific length can work as well as your
extrusion direction. Because technically
it's a vector. So with that, we have
this, with this surface, we can now extract
some points and revolve it around
this central line. So this is going to
be the rotation axis. And you'll see here. So what we'll do is we'll
take this extrusion. Let's do it. Let's go
to evaluate surface. Let's remember to
re-parameterize. Let's bring in an empty slider. Now we can, we don't have
to use an empty slider. We could use other methods,
but if you like this one, it's visual and it helps a lot to kind of see
what you're doing. So I'll go here to
bottom-right, plug it in. And so you'll see that we have with an empty slider as
long as we re-parameterize, which means that it'll
take this and turn it into 0 to 10 to one. And basically
visualize this 0 to 10 to one becoming this surface, 0 to 10 to one. And so therefore, wherever
I place this empty slider, which is a way to extract a
point relative to this graph. We can now go to
the bottom-right. Then holding down Shift, I'll add another input, and we'll move this
up a little bit. Then I'll create another
one and hold down, Shift, plug it in. Now the important thing is that you do that in progression. You know that this
is the first one. This is the second one, and this is going to be the third one. With these three points. Here, we have three
locally defined values. We can now use an interpolated curve or a nurbs curve. It
doesn't really matter. You can even use a
polyline to create that line segment. With this. Now, we can array it around
to create the overall form. So let's go here to revolution, which is going to revolve
a curve around an axis. So we'll take this curve
segments of that into the input. And the axis is going
to be this one. This vertical one, because
it's going to be the one that the center
of rotation line. With this. Now we have the ability to
create an openings and like, like so get kinda crazy
with some of these. And that's because
this has a degree. So we can also play around
with the degree and that will show you here. This can also determine more of how the curve is
going to function. And I think it does not like. You can see that there are a few different things that
we can work with here. But really what's gonna make the most difference is going to be where the center
point is located. And I actually liked doing
this in elevation view. Because I can see here when
it goes up from the points, I don't want that
because I don't want water shedding into the hole. We do want it to shut down. And then we can make it more
drastic at the beginning. Where we can make it more subtle at the beginning and
kind of drastic at the top. There really depends on what
we're trying to do here. But cool thing is just having
the ability to do that. Now what happens is when we
revolve a surface like this, this becomes very thin, that this doesn't have
any dimensionality to it. So ultimately we can offset this and turn it into a solid. Or what I like to do is
here, we can offset. This. Offset will be determined off of the plane that
that curve has. So now we can take
this one and this one, and we can close it
using Endpoints. With the endpoints, we
can connect them using a line segment from start. And then the endpoint
goes to the start, which creates that segment. If we gave it a value, let's say 1.5. Like I always do. We see that we can
change that like this. And we can do that again for these. Now. We can join those
using join curve. And it can go find
that over there, but that one's
fairly easy to do. So they can join it. And we can join it
using the outside. The original one. And the two lines segments
that close those endpoints. So I'm holding down shift. You get that plus sign
and I can add those and go ahead and
flatten the input. And lastly, I'll take
this and I'll create a round so we can
round this off. So we'll go here to fill it. We can change that. The other thing is this is
upsetting to the outside. I feel like it looked better
if it offsets to the inside. So we can just give
this a negative value. Now, instead of using
this original curve, we can use this one
as our segment to. This would be more solid that is created
with that segment.
7. CONCLUSION: Let's disable the
premium on this stuff. And they are intersecting here. So in that case, either move it up or we can
do a Boolean difference or a solid difference between the
top and the overall theme. If I were to take this
metal quick and bake, some reason it's not baking. So let's hepatitis B. It says invalid
B-Raf and it could be sometimes that
kind of messes it up. We'll just bake it without the rounding off the I just put the real reason why I
wanted to show that. It's just to show when you do the Boolean
difference here. Dated mode, then actually
sits it in here and it gives it a nice
way for it to sit. So that's one of the
things I wanted to show. Okay, so now let's
delete this one. Let's play around. This top one is going to be okay. Well, so with that, we'll end the video. I wanted to show an
overall how to create this design will be doing is I'll be doing
a render of this. I'll be baking it and just
doing a few iterations, seeing what looks cool. If you want me to go further
with this design, we can, we can do way more things, getting more into the landscape. What I wanted to
show how to create a standalone structure
from beginning to end, using a lot of the
methods that I've been sharing on my YouTube channel. So like I said, if you have any questions, make sure to leave them down below. Ideas for other videos, also let me know. And hopefully you found
this interesting. Thank you very much for watching and I hope to see you next time.