Dome Arena with Door and Atrium using Grasshopper in Rhino for Parametric Architecture & Design | DCO Graphicstudio | Skillshare

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Dome Arena with Door and Atrium using Grasshopper in Rhino for Parametric Architecture & Design

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

    • 1.

      Intro

      1:09

    • 2.

      Base Form

      9:49

    • 3.

      Atrium Opening

      5:45

    • 4.

      Opening Pattern

      9:08

    • 5.

      Structure

      5:01

    • 6.

      Conclusion

      6:37

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About This Class

In this Course you will learn how to create a Dome Arena with Door and Atrium using Grasshopper for Rhino.  You can add shelves, and dowel settings to change the design.

I walk you through the initial steps and mindset to get into when working with this program.  Once you visualize how you can model using this method, you will unlock a new world of modeling.

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. 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.

At the end of the course, you will have the ability to download the script I created for the course, so you can add to your library.

Perfect for:

Architecture Students, Design Students or anyone interested in advanced 3D modeling

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

Level: Intermediate

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Transcripts

1. Intro: Hi and welcome to DCO. My name is David confetti. These videos I'll be sharing with you how to use Grasshopper right now. In today's video, we'll be going over how to create this dome arena with openings pattern at the top. This was done parametrically. Here we have all of the sliders that we can change. The number of openings, pattern location, and many other things that create kind of this overall dome-shaped. I'll be sharing how the program more explaining, walking through all of the steps in detail. This way you can understand how it all functions. 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. 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 Form: To start, I'll go here instead of right now. Let's type in units. There'll be working with feet. Hit okay here. And instead of grasshopper, I'll just have a new file. Base geometry is going to be a circle. And so to start, what we're going to do is double-click here and bringing a point for the reference of where the circle is going to be. I'll go to construct point. With this component. We can use this point that the parametric point that we create here inside of grasshopper. And we can use this for our sphere. Let's go to double-click here and also bring in a point component. And we can plug this in here. And in this way we can actually move the point set at 1 anywhere here and move it using this component. But for now, I'll also go here and type in sphere. I'll use this point as our base. The radius. I'll give it a size. So I'll say 30. I'll plug that into the radius. And now that I have this slider, I'll right-click on it and change the name to building size, dome size. Next, we're going to create a polygon that is using the same dome size. So I'll double-click here. Go to polygon. With this polygon, it has a lot of inputs, but what we'll use is this point into plane. The radius will use the same 30 output and then segments. And this is where we can have the number of segments. So we can say from I'll create a custom slider from three, then I'll do less than 12. That gives me a Slater from three to 12. I can change the shape of the polygon. I'll call, I'll right-click on this one. I'll call it shape four, shape slash openings. And you'll see why. Here we're fill it radius. I won't use that one, but later on down we can try it out. These are the most critical ones. Now the next component will bring in is a boundary surface. What I'm doing with this one is plugging the polygon into the boundary surfaces. If we disable the preview on the sphere, you'll notice that it actually just creates a plane right on that polygon. Now let's take the surface and extrude it. But we're going to extrude it up to intersect with the sphere. Let's double-click here and go to Extrude. We'll extrude this space surface in which direction it's going to be up in the Z positive. I'll double-click here and go to unit Z. I'll plug in the dome size into the factor for the unit C. And I'll extrude it by the same amount as the radius. As you can see, we have those two forms that are intersecting. Now, I'll double-click here and go to solid. Intersection. With this component will plug in the sphere into this extrusion into B. And all it'll do is actually give us what's intersect in-between those two. So I'll select these. I'll do a middle-class disabled preview. This you can see now we have created this dome shape that's cut off by the polygon. And as long as we change the polygon shape for the segments. We're able to increase and decrease the number of openings. But also notice that when we increase the number of openings, this is also decreasing the height of the openings. The other thing to notice is that it comes to an exact point here, which is okay. But ideally it would be better if there's a little bit something more to sit on. For this, I like to increase the radius of the polygon. What I'll do is I'll take the dome size and I'll bring in a plus. We're in addition, I'll plug in the dome size. For a. For B, I'll plug in another value, which would be the offset. I'll just say 1.5. When we do 30 plus 1.5, it'll give us 31.5 and we can use this result for our radius on our polygon. Notice that now we have a little bit more for it to sit on. You can call this the offset. If we don't want any of it, will just go back to 0 and it'll remain the same. Also, I was noticing that if you don't see your icons like I see them here, you would want to go to Display, then go to all of these dry icons, drop pins, wires, and draw full names. This way you'll be able to see exactly what I'm seeing here. For the next step, let's take this portion and let's make it into a hollow with a hollow inside. That will do something similar to what we did as to what we did to this polygon. But we're not going to add an offset. We're going to subtract. I'll double-click here and go to a subtraction. I'll do the dome size. So 30 in the offset. We'll call this. We'll just say 1.5. And we'll label this slider. We'll do 30 minus 1.528.5. We can use this and bring in a sphere. This sphere is going to be located in the center point at this location. And the size is going to be this radius. As you can see, since we subtracted from the overall dome size, this gives us the interior. We can take this sphere and just subtracted from the overall shape. So I'll do a solid different I'll take the results of this dome, plug that into a. And the sphere that we just created into B. Once we take all of this, we do a middle quick and disabled preview. You can see that we've created this really neat base dome **** that we have all of these parameters that we can play around with, including this offset. To give it more space. On this kind of the legs. Here with the wall, we can change the thickness of the wall. I'll go back to 1.5. If I change this offset to 1.5, we will move forward now to change and create a pattern along the top here. Now that we have the base form, It's, the next step would be just to add some cool subdivisions at the top to lead in some light. 3. Atrium Opening: So at this point we have our base form. What I'd like to do now is take this form and create a box around it. The way that I do that is double-click here and go to a box component. I'll plug in the result into the box component. What it does is it creates this bounding box perfectly on and around the form. What we want to do now is take this box, intersect it with this other 3D form. This way we can basically separate one from the other and you'll see it'll make more sense once I go into it. So I'll go here to a Move Component. What I'll do is I'll move this box and I can either move it up or down. Let's take this geometry and we'll actually move it down. I'll double-click here and go to Units z. Since z is positive, I'll double-click here and go to a negative component and plug this into the motion. Basically what I just did was take that box and move it down. I'll take this one and right-click disabled preview. Now let's bring in a slider, this vector. Let's go 15. You can see it moves it down. Let's change this to a maximum of 50. For this one, we'll call it skylight location. Now let's pick a location where it does not intersect with the openings. The more we offset out on this one, the smaller the dorsal going to be. And in some cases that's a little bit better because it allows us to move this down a little bit more to create a larger pattern at the top. Now that we have this, Let's double-click here and go to a intersect, solid intersection. Intersect this overall form, which is our dome. And let's intersect it with the box. Now, I'll take all of this middle click and disabled preview. And as you can see, it cuts it off at the location of where we have our box intersected. If we want to have a little bit more control over where it's located, I'll double-click here, go to your slider. I'll pick this floating point number. And I'll do like three decimal points. And this will help a lot. Now let's do the opposite, right? If we have the overall form and we have the box that is moved down. I'm kind of hiding and previewing. As you can see back here. I'll disable the preview on what we've basically the result of that. If we go back, we have the overall shape and the box. So we can also do a difference, solid difference between the overall shape and the box. If I take this information back here, I disabled preview. Then here I can go to preview and have this dome form. We have the bottom part and the top part separated. This is really neat because we can change the material on this one. We could apply a pattern, we can subtract, permit and stuff like that. It's still have the ability to change all of the segments. Let's go to here to this. Before. Let's change the number of openings. The only issue that I see or it's such an issue is that this is a solid and if we want to subdivide this into a wireframe, we're actually going to want to extract only one of the basis of this one. We won't use this one. We will actually be exploding it and applying it just to one of these surfaces. 4. Opening Pattern: Now that we have this top part, Let's actually go back here and I want to decrease the number of subdivisions. So let's go here to six. That should be good. Then let's just a little bit. Now that we have this. The next component is going to be deconstruct the rep. And this deconstruct be rep is basically the explode component or explode command inside of rhino, which is going to just take that form, turn it into all the faces, edges and vertices. The only one we're going to use is the face. I'll double-click here and go to list item with list item. So when we plug this into deconstruct B-Raf, it'll have them all separate here. The only difference is that it'll have them. So we have three different ones here. We want just one. So let's plug this one into the list. And we were able to pick the top one. Now if, let's say it didn't pick the top one, we would actually go to a slider that allows us to cycle through all of them. Once. Let's say it's 0. If it's only has three, it'll start over again at the third number. For now, 0 is kind of worked out so we can delete the slider. Now, I'll take both of these and I'll do a middle click and disabled preview. Now, we can just select the outside one. And this is going to be the one that we will use for our pattern. With the surface. There's different ways in which we could sub-divide it. But today's pattern will use the Voronoi pattern at the top. So we'll take, let's apply some points directly on the dome. For that. I'll double-click hearing go-to. Or I like to go to vector grid populate geometry. With this one, we can basically create a bunch of random points. On that surface. We can pick how many by changing the count. So if I said 50, that'll change account. In which seed we have a completely different set of results. So if I said, let's say three, this will give us different points. This last points input we won't use. But that's to bring in points that you already have set. The next component we'll use is we'll go to Mesh triangulation. Then we'll go to voronoi 3D. Now as long as we take all of those points and we plug them into the points, notice that it creates this neat born or a pattern on it. The only issue is that it's actually not intersecting our entire dome portion. Notice that it does not intersect all of it. So to fix this issue, we would have to create a different bounding box where this Voronoi pattern is created. And that is four. That's why we have this input here called box. We can take this surface like we did with the other one. We can go to a box component. We can plug in our surface into the box. Notice that this box is a lot better because it actually intersects the location of that dome. But it's also important to also increase the size of this box a little bit more. The way I do that is they bring in an area component, which gives me the center point of this entire box. For this, I'll actually disabled the preview on the voronoi part. This bar or this center point, is exactly in the center of this box. We want to change the scale of this box and increase it. So I'll go to a scale component. And I'll plug in the box into the geometry, the centroid into the center point. Notice that immediate small, that's because the factor is actually 0.5. We want to increase it. I don't want to bring in a slider because this is not one that I would actually change a lot. For this one, I actually right-click on top of factor, go to set one number. And instead of 0.5, I'll say 1.3, it'll go commit changes. Notice that it just increase the size. The reason for this is because if we plug in this geometry into the box here, now our Voronoi pattern. Inbound to the outside of that box. And that will make it a lot easier. Let's disable the preview on this. That will make it a lot easier for us to intersect this with our original dome. Let's take these boar night points. And where they intersect with the dome, we want to extract those lines. So for that we'll go to this tab where tests intersect will go to physical and then be rep with B rep. Now I'll use this list item which is the dome surface. Upload that into the a, and then for the cells, I'll plug that into B. Now I'll take the Voronoi cells boron y-component and I'll disable the preview on it. Now notice that the pattern is sitting on the dome. We can change the number of divisions here. We can change the seed to change, get different results. So as long as we have this pattern and we have the dome here, let's split this dome. Actually go to agency and then change the count to something smaller so we don't have too many issues. Now, I'd like to go to Split, surface split, which will ask us for curves that are going to split the surface and the original surface. As you can see, it will not work if you have your curves coming in. Organizing this way and you can tell what the different wires. So for this, I'll right-click on top of curves and go to flatten. That will fix the issue. Now let's take everything else back here. Do a middle-class disabled preview. Notice now that we have our dome with a born or pattern. These are all independent cells that are sitting on, that are sitting right there on that. So let's move around some of these sliders, see if everything is still working together. On the next step, what we'll do is we'll take this dome portion. We will turn that into a wireframe. We can apply materials to that wireframe and then also have some glass inserts. 5. Structure: At this point, we have most of the work done for the dome. But the only issue that we have is that if we take, let's say the fragments that we created and let's disable the preview on those. And let's take these curves and let's do a middle click and then bake. Let's take all of those curves, select them. Let's move them over here. Notice that when I select this curve, there's actually two curves that are overlapping here. And so if we create a wireframe that is using these curves, will actually have twice as much information than, than what we need. The idea is to take, so I'll delete this for now, is to take these fragments and join them together so that we only have one line in-between. I'll double-click hearing go-to join it. I'll take those fragments, plug them into the burette input. Then the output, you'll see it say, it'll say one open B-Raf. So we can bake it. Just to see the difference. I'll go to shaded mode. Now notice that with this one, although the decreases are still there, there's only one here. If I do Control Shift and click, you'll notice that there's only one crease there. This will be useful when we take our information. So I'll disable the preview on this. I'll take the bureau up join. And I'll actually bring in a direct edges, which will allow me to extract both the naked curves, which are the outside ones, and the interior curves which will be the inside ones. I'll go here to a pipe component. I'll plug in the naked curves into the pipe. Right-click on top of cap and go to round. Here's the thing. Notice that this means that there's a bunch of little curves put together, but they're separate. For those, we can join them bringing in a joint component. We can join those curves and get rid of having so many different ones. And it'll just join it into one. For the radius, we'll just say 0.5. And I'll make a copy of these pipes. So I'll slide down and hold Alt to make a copy. And the interior lines, I'll plug them into the curve here. And I'll change this to four. The interior wants to be smaller. So we'll do 0.5 and I'll do divide it by two. And I'll use that as a way to only do one slider and have them remain relatively the same proportions. I can change this and make this smaller. And they'll both change in size. So I'll just say 0.3 is fine. I'll relabel this one. We'll call this pipe structure size. Let's change the number of points from 20. Let's go here to 40. The only issue I see here is that it does create a curve that is located right where that dome creases. That's something that we can get rid of inside of Rhino. So let's go ahead and take what we have and let's save it. Next. What we'll do is we'll take what we have. We'll bake it and apply some materials to see what it looks like in the end. 6. Conclusion: Now that we have this information, let's go here to our Layers, and it'll go to new layer. I'll create a new layer for every single one of the elements that I created. So one of them is going to be, if you hit Tab, it'll create a new one right away so you don't have to click on a new layer. Now let's go here to structure one. Hit tab and do. I'll select my wall layer. I'll go back here, take this one, do a middle click and bake. I'll go to structure one. I'll select both of the pipes. And I'll actually increase the size a little bit here. I'll take this, do a middle-class, then bake. I'll go to the glass one. It'll go to the joint B rep, and it'll do a middle click. Then bake. Now like I said, I'll just clean up a little bit here some of the script. Make sure that I can always come back and change it around. There's a few things, a lot of things that we actually can do too. Change this on the fly. So we have our base surfaces and everything so we can change the pattern. Those kind of things. Let's change the name here to number of points. Random. Great. So now that we have this, I'll save it. Go here too. Don't draw preview geometry in right now. Now we can focus on applying some materials. Now notice that we have a bunch of layers that we don't need. Goto, a purge command. I'll hit Enter, Enter. I can get rid of everything that I have that I don't need. And I'll also drag in a scale person. I can have an idea of how big the structure is with the sliders that I used. Let me move this around. I can use the arrows, or if you have the correct angle, you can use this little square to move the location of your scale person. Now, let's go to rendered view. Let's apply some materials. First for the wall. I'd like to go to the column where it says Material. Click on the circle. I'll change from plaster to metal and change it from white. We'll change it to brass. You can also change rapidness, so it doesn't have to be super shiny or polish. It can be a little bit down. I'll go to material for the structure. I'll right-click on metal and go to duplicate. And I'll change this one. To steal. Next for glass, I'll go to the same material location and then it'll go here to drop down menu. Then I'll go to this plus sign to go to our last materials. I can change this here. Actually. I'll go to plus import from material library. And then they can just use some of the ones that come by default inside of right now. We'll go here to light blue glass it. Okay? And as you can see now we have that final result. So it's kinda interesting. The shape that it has, the interior gets plenty of light from the skylight. And our structure has a cool outside rim that's a little bit thicker than everything else. And the inside wire structure that adheres to this. For a city of this dome. If you would like to capture the image. There's two different ways. One is just right-click here on prospective. Go to capture. To file. This way, you can capture that image and save it for your portfolio. Or if you want to do a collage or something. This is one way. The other way is go to perspective, change it to ray traced, and go through the same steps of capturing file. But this time it'll actually take some time to calculate the light bounces and the shadows and the reflections and all those things. So it creates a more accurate final design. But for now, that's the conclusion of the tutorial. If you have any questions, make sure to let me know. I'll have a script at the beginning and endnotes. I'll also have more information on my website if you'd like to check that out. If you want similar content for architecture and parametric design, I have more courses. And if you have any questions, like I said, let me know. Thank you very much for watching and I hope to see you next time.