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.