Transcripts
1. Intro: Hi, my name is David capacity
and will come to DCO. In this video, we'll be
going over how to create this furniture piece
that has shelves. And one of the
things that we do in this script is create
a random extrusion. This way, we can
have a fun way of displaying some artwork or maybe displaying something
you're trying to sell. And then we also
have the ability to, instead of having it be random, well, we can just pick a number. So if we just said,
say 24 and then 24, what's going to keep
it at 24 where we just plug both of
those into one. And we can kind of keep
it at the same distance. But we can also
have it be random. Change the seed here to have
kind of different options. Now let's go into
how it was made. So I'll be going over all
of the steps in detail. But here I'm showing you
some of the parameters, of course, the subdivisions. This is going to update. And here we have the
offset for the frame. All of the steps
will be going over. It's a straightforward scripts. If you're new at this,
this is perfect for you. But if you're also experienced, you might also learn
some tricks here. I tried to share, for the most part, techniques that you can use in
any other design. So don't think that this
is only for furniture. If you actually visualize this, this could actually be a
building or something like that. So hopefully you are interested in this tutorial and
let's jump right in. 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 Form: In this video we
will be doing is creating a base geometry. And so to do that,
we'll go here and bring in a x, z plane. This way we can take this
and go to a rectangle. With the rectangle, then we
can give it an x and y size. So let's go here
to 24 for the x. And then for the y, I'll
just copy this one. So I'll slide it down, tap. Now plug this into the y. For this next step,
we're going to create the outer frame. So we'll bring a component
called offset curve. And we'll take this
rectangle and we'll plug it into the curve input. Then we'll take a distance. And since it's upsetting
to the outside, I'll actually bring
in a negative value. This way I can offset
it to the inside. So I'll go here to 1.50. So this will become
the outer frame. This will become width, and
this will become the height. This tutorial we'll go over
how to create some furniture. And this is going to be
a basic subdivision. This way we can learn some techniques and use those techniques in
any other design. So let's take these two and create a surface
between those two. So let's go to boundary. Surfaces. Will plug in the outer curve and the inner
curve flattened the input. Next, we'll be working on
creating the pattern inside. For the pattern inside, we can subdivide it
in different ways. My favorite way of doing it is going to be using isotropic. So we'll go here to
boundary surfaces and just plug-in the inside one.
3. Subdivisions: Now we have the outer frame, the interframe, or
the inner surface. And now we can take this surface and divided using isotropic. So every time I use isotropic might bring in two components, isotropic and divide
domain squared, which will give us
our subdivision. Now we can plug in
that surface both, both into the domain
and the surface. And now the segments
will go into the domain. Now let's plug in some values for the u and v.
So we'll go here to three. Now we can basically subdivide
that inside surface. Now we can take
this middle click or right-click and
disable the preview. Now we can move on to
creating the inside forms. Before that, let's organize. This is going to be u and
this is going to be B. Next, we need to create outer line here and
then offset it to the inside. So technically we can just
plug in this into an offset, but I like to plug it
into a curve component. This way. You'll see that we actually have all the lines that are
extracted from each plane. And that way we know
this is we have nine lines and we can bake them. And I can select them here. And you can see that's kinda
the subdivision that it creates and that's a polyline of the outside of that subdivision. Next, I'll take those
and delete them for now. Next, what we need to do is take those and offset
them to the inside. The thing is, we already
offset something to the inside using this. So I'll take this,
light it over, tap out and plug the
curve into the input. Now this is going to be the shelves. Now we can use this, these two, but we have
this overall surface here. What we're gonna do is rather than long acting or
anything like that, we're going to go to boundary
surfaces. Once again. Plugin this surface. We can even double-click
on the wire here, create a relay, will
plug that into this one. Now, we're actually going
to plug the offsets and holding down Shift
and flatten the input. Now we can disable
the preview on this. Now we've created that. Let's disable the premium this. Now we have the outer
frame, inter-frame. We can use this to
offset that size. The issue that I'm
seeing here is that it actually
joins those together. So I don't want to do that. This is going to be
the trick on this one. I'm going to create
an offset curve. The distance. I'm going to set the number
to 0 and plug that in. Now. What I will do is I will
locked it together. Now would it have to do is
make sure that I graphed both of these this
way to organize it and it does each
corresponding one. This is better
because we're seeing that these are separate. The reason why we want to do
that is that's going to be allow us to change
the size of that. What I mean is that when
we create the extrusion, we can extrude it to
one specific value, or we can play
around and let's say change and create
a curve attractor. Point attractors,
things like that. We can play around
with if we have these separate dead now with having this separate,
Let's move on. Disabled preview on
everything except for that. And this one. Now what I'll be
doing is I'll be extruding this relative
to the middle.
4. Extrude: There are a few things
to this technique. I am going to first move it perpendicular to the
original face and then extrude it by twice as much in the
negative direction. So for this one, we'll go to move. That'll
be the first one. Then amplitude that
extrudes perpendicular to that face. The vector. That's gonna be this
one. Then that's going to be the surface
we're going to move. It's going to go
amplitude will go 1.50. Here's a trick though. I'll show you at the end that
we'll have to divide this by two because we're doing it
to one side than the other. And technically if you
go to 1.5 to one side, you're actually the overall
size is going to be three. This is why I do a component
and just do divide by two. Now I can plug in into a 1.5 and it's going
to divide by two. And we will do, we will
have to change this around. Actually know, we'll have
to do this, this way. We'll divide the vector by two. Because you can divide a vector. Now, we're going to take
this and extrude it. Not half, but twice as much. So the overall in the
negative direction. What that does is excretes
it relative to the center. And we can give this a value of, let's say 48 or a max is going to be overall 24. Fakeness. And I'll
type in length. And I'll see you for next. We can do that. Same thing that we did to this, to the one above. I'm creating a
relay because it's better to have one surface
that goes into it. That way you can actually plug in any surface
through that. That is actually something
that I have on my website. I have a free resource
script. There you can. I think one of them is turning
a surface into a solid. So this is the way to do that. Okay? Next we'll do
it to the one above, which means that it's
going to be two surfaces. That's why I need to take all of this and copy it up here. So make another copy and
then use that, this one. Now I'm seeing that the
reason why this is not working is because
they are grafted. So if I flatten the input, oh, it's because there is
no perpendicular here. So the vector, we're going to have to use this
one and the vector's gonna have to be not this one will use the basically they need to share the same vector so we know which way
it's extruding. Now we can extrude this
one, let's say by a little bit more and
how that extrude out seem more on one
side than on the other. Now bring in a custom preview so we can take a look at
what this looks like. Here is the color
for the shelves. And then here, or you can
plug in the overall form. Now, increase the size of this. Let's increase the subdivisions.
5. Random Extrusions and Conclude: Now the idea would
be to take this and rather than extruding
it just by one value, which is what we have here. We have just one value
that we can extrude it by. And let's bring in your ability to change that into random. So we'll go here
and we'll bring in a random component which allows us to create
random points. And this is a really
important one because it lets you create a asymmetry and
parametric models. And that's sometimes
difficult to do because we're using process and steps and it's hard to break
geometry sometimes. So with this, we
can create random, random numbers and therefore creating more of
a random design. Let's go here to
number's going to be how many we're
going to create. And we see here that we have 64, because that's how many
Covey's we have here. I can type in lists
and lists length. Lets me know how many. How many I have. I have 64. Okay, great. So if I have 64 and that's
how many I want here. The range is by a much do I
want it to go in and out? So this one, it
is important that we construct some points. So to do that, we'll go here
to construct or construct a range by creating
a construct domain. And this way we can plug in, let's say the big
number is going to be 28 and the smallest
number is going to be 12. Now, we can plug the
domain into the range, and now we see that
we have 64 numbers. And it's starting at 24181428. So it's just creating a
bunch of random numbers. And we can plug that
into our amplitude. So let's go here and see that it's using this value as the amplitude. So now we're going to swap that with or create a relay here
and swap it with this one. As you can see now, since our lower
limit is so small, it's actually bringing them in. But we want, well depends on what you
want for the design, but you almost want
the smallest number to be the same as the
overall width. So let's say 24. And then with this other one, it's going to vary the numbers between 24 and let's say 42. So those are all
random extrusions. And we can change. Let's say, I don't
like that solution, so we'll go to three. We can switch them around until you find the
one that you want. So this is one way
that we can vary the design just by creating this component that
lets us create random random numbers
though, let's organize this. And so if you have
any questions, make sure to let me know. I'll have this available
on my website. And so hopefully you
found that interesting. Thank you very much
for being here and I hope to see you next time.