Getting Started using Grasshopper in Rhino for Parametric Architecture | DCO Graphicstudio | Skillshare

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Getting Started using Grasshopper in Rhino for Parametric Architecture

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

      0:45

    • 2.

      HOW TO GET STARTED

      0:58

    • 3.

      TRANSLATING RHINO KNOWLEDGE

      2:47

    • 4.

      PARAMETRIC DESIGN BASICS

      6:48

    • 5.

      BASICS CONTINUED

      9:32

    • 6.

      BASICS CONCLUSION

      5:05

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About This Class

In this Course you will learn how to get started using Grasshopper for Rhino.

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: Beginner

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Transcripts

1. INTRO: In this video, I'll be showing those that have never use Grasshopper before in our intimidated and think that it's a little bit scary how to use it. I'm going to be going over the super basic scripts and showing you the power of parametric architecture and how it can be a super powerful tool for designing and to see all of your options when you're creating 3D models. Hopefully you find this useful if you see anything or have any questions that are very critical to this tutorial, let me know. This is something I want to build upon and share with other people and get them started so they can become familiar with the process of parametric design and architecture. 2. HOW TO GET STARTED: So to start, I want to talk about the fact that the more knowledge you have instead of bright now in terms of modelling or drafting, the better you will be instead of grasshopper in the sense that all of the things that you see here, like the creating a line, creating a circle, a rectangle. All of these things are available inside of grasshopper also. But if you don't know how to use them instead of Rhino, it's a little bit trickier to understand how to get them to function instead of grasshopper. But that doesn't mean that you can't kind of play around instead of grasshopper and see and learn new things that then you can translate into right now. So it kinda goes both ways in the sense that one thing that you learned in one side kind of helps you understand the modeling. 3d modeling in general a little bit better. 3. TRANSLATING RHINO KNOWLEDGE: To start the example I'm going to use as creating a rectangle instead of rhino, showing you how to do that inside of grasshopper. That way you understand how it works. 11 instead of rhino and then the other one instead of grasshopper. Let's say you want to create a rectangle here instead of right now. There are two ways to do that. You can first type in a command rectangle. You can click on a button. That is the rectangle. So basically any command or any button that you, it is going to do an operation whether it's rectangle points, circle, we're going to this time do a rectangle. So I'll click here on this button. Now that I've clicked, notice that first thing that we do is click on the button. That's the first command, is find the button and the command that you want. Then it's going to ask you, first, a corner of a rectangle. That's going to be the first operation is where it's going to be located. Now we can either click somewhere here or type-in here at the top, 0 comma 0. Let's do that here. You could do 0 Enter and it'll do it at the origin or 0 comma 0, comma 0, which is going to be the origin point. Because technically we have here a coordinate system, x, y, and z. And so we're now going to do other corner lane. So that's going to be the x. Here. We can just say 30. Now it's going to ask width. Now we can plug in the next command, which is 30. Basically we've created a 30 by 30 rectangle at the origin point. This is fairly basic, but the output of what we have from the set of steps that we created was a rectangle that is the output. Now we can't really change the size because we've just clicked and gone through liquor linear process. So we are now going to be aware of the steps that we took, which is clicked the button. Now set the origin point and then the length and the width. And we're gonna be doing that the same thing inside of grasshopper. I'll take this and I'll use the gumball. If you don't have that on, click on this. And you'll be able to drag that arrow to move this to the side. Now we can go into grasshopper mode. Let me show you how to create this rectangle. Here instead of grasshopper. 4. PARAMETRIC DESIGN BASICS: To open up grasshopper, go inside of rhino and on the command bar type in Grasshopper. Or you can go to this button here that launches grasshopper. Once you do that, you'll see a file and there will be some default files for you to open. Go ahead and go to file new documents and you'll see something like this. Now as you can see, we basically have a open space, but this is different than what we see instead of right now, we don't have a coordinate system inside of grasshopper. All we have is this blank space. But this is going to function as the logic of this. The buttons and the icons that you see here, they're going to be created here. This way. It can be created parametrically. First thing that we do in the same way that we did it in here in Rhino is we want to double-click. And this is the way that you basically type in a command. In Rhino, when you type in a command or click a button, the way to do that here is double-clicking on the blank space. Now we can type in rectangle. I can bring in this rectangle components. I can go in here and cycle through the different tabs which are going to give us different aspects of geometries and different transformations thinks that we could do. We want to look for a curve primitive. We want to look for rectangle. In the same way that inside of rhino, we can look for icon and click it. Or we can type in the command. You can double-click type the command or go into the tab of, let's say a curve. So two-dimensional curve primitive, which means that it's going to be the basics and a rectangle, which is going to be this component. Now there are different ways to view a component. First way to view it is going to be, I'm going to disable all of these. And you'll see that the component just says the name and has one letter or the inputs and one letter for the output. This is okay. Sometimes it's necessary. But me and in my opinion, the best way to display it, it's going to be enabling all of the the icons, fancy wires, and full names. This way you can actually see the icon of what you're doing. And you can actually have a little bit more information for the input and the output. Now that we have this component here, notice that we have these little inputs and these outputs, and that's the same thing that we have. When we click on an icon here we have inputs which is going to be the plane. This is the location base plane. That's going to ask us, where do we want to place it? Now, grasshopper, by default, for the most part, will give you a default plane is the x-y coordinate system, which is the same thing as this coordinate system that we have instead of Rhino. So the x and y are going to be the same that are plugged in here. Now we can change that. We can bring in an x, z plane instead of grasshopper and change the plane. But by default it will put it here. Now we want to change the size. Now remember that for this rectangle, we did 3030. So let's do that here. Now to plug in inputs, we can either right-click on that set domain and change the size, or we can bring in a slider. Now a slider is really important here for parametric design. And that's because this will give us a range of numbers that we can change. So if we have x and y, we want to, let's say, plugin in the x 30 and then the y. We also want to plug in 30. So this is where I'll double-click here. And to basically bringing a slider, we can just plug in the number that we want. So let's say 30. It'll give me a Slater of 30. Just notice that when you double-click the slider, it'll say the minimum number is 0, the maximum number is 100. It's going to set it at 30. Now what I'm going to do is plug that into both the x and y. Notice that we've basically recreated that rectangle here. Instead of grasshopper. The only thing that is different is the fact that when you select this, it turns green. And when you try to go to our Rhino file and we look in the viewport and I tried to select this as hard as I can and I cannot select it. This is because when you created it parametrically inside of grasshopper, technically not an object that is completed in the sense that it can always change. So think of it as clay. Can be molded until it's baked in. Once you've baked it, it'll actually turn it into the form that it's supposed to be where it won't be able to move. This is the same thing that we do in here instead of grasshopper. Well, let's say I have a size of 25 rectangle. I can click this middle click or right-click and bake. Then it's going to ask me which layer do I want to put it in? I'll just put it in the default layer. And you'll see that now I can actually click it and move it. And that's what the power of grasshopper is, is that you can bake iteration. So now I can just move this around and then bake it, and then move this around and bake it and just have iterations of different options just by moving a slider. That gets you started with how grasshopper works in the sense that we're going to, I just wanted to show you our components are brought in how components work in relation to Rhino. And from here there's a lot more to be learned in the sense that there's a lot of different components. There's a lot of different ways to create numbers. But this is getting your feet wet and kind of getting, not getting scared and being afraid and intimidated by parametric design. Because in my opinion, it's one of the most powerful tools that anyone can use. So hopefully you found that useful and I'll see you on the next video. 5. BASICS CONTINUED: Going further with this exercise, let me show you the next and the next thing is, and the other things that we can do with this, now that we have brought it in, we have giving it an x and y size. Now let's change the inputs rather than just one input for the x and y. Let's copy this slider and create a different white size. So you can take this slider, control C and control V to create a copy. You can also drag this down here and then tap Alt or Option. If you're on a Mac, in this way you get two sliders. And we can now plug that into the why and have two different dimensions for the x and y. You can also change the maximum and minimum if you want to limit the size to a specific amount. But now that we've created the size of this, let's change the name on the slider so we know what this does. Now that we have this lighter if 35, we know that the x size. So we can right-click on top of that and change the name. So we can type in x size. I use caps, but it's just a personal preference. Go here to y size. The other thing you're going to see is that when you bring in components, don't have to use all of the inputs, but there are some critical inputs that you need to use for the component to work correctly. So what I do is for this one, it gives you a plane world x and y, but we can change that location. So let's say you have a plain x and y and we want to move it to x 70. This is where it will create a point. So I'll double-click here and go to Create point. Where we can go to construct. This way. It's going to create a point, but it's going to ask us to input the x, y, and z. We know that we want to move this in the x-direction. This is important. Very important is to be aware of your coordinate system. So this is positive x, this is positive y. So we want to move it in the positive x. This is where we'll take a slider, will it here. So we'll double-click here. I can go to 70 and plug that into the x. And as you can see, it creates a point at that location. Now, we can plug in that point into the plane and see that we've successfully moved it in the x-direction. Now if I plug in both x and y, you'll see that it will actually move diagonally, because when you have x and y, it's actually a slope. In the same way that if you do a Z, it's actually moving it up in that direction. So this is how you can change the location of this plane by changing the inputs of its location. Now, this point, we move it here. But it says x, y plane. Why don't we change it to a plane that is x, z. If I double-click here and bringing a component x z plane will see that this component has one input and one output. And the input is going to be the origin point, which is a point that we created up here. Now I create a plane in this plane can be plugged into this plane output. Now, notice that it actually creates it. I'm not on the ground or relative to this x and y coordinate system. Now it's actually created it off of the x and z coordinate system, which is a component. So every component, we can now use this component, which is the reference plane, and use that as the input. So just wanted to show you some of those aspects of basically referencing multiple lanes and changing the location of that. So at this point, what we've done is changed the origin point. We can unplug components, inputs and outputs by bringing this back out and holding down Control. And you'll see a negative sign, which means that it will remove it. And now it only has the x and y. We can remove the x. Just have this. Now, in the same way that we have one input, the x. Let's say we want to take this and create two rectangles. Well, we can copy and paste this. And holding down shift, we can add more inputs to one input, which means that we can create two rectangles by putting two inputs into the point that then creates the reference plane. That is then creating the rectangle that we can change the size of. All of this is tied together parametrically. Lastly, for this exercise, we can change, of course, the location here. So this is going to be the name of location one. This will be location two. Lastly, we have a rectangle. Notice that we have some outputs here. Now, not only is it important to be aware of the inputs in the information that we put in. We also need to be aware of the outputs and the things that come out with this component. We have a point that comes out. And this is why we have two points, because we have two x coordinates plugged into the sliders. Then that point then creates that origin plane, where then we have this rectangle. Now this rectangle will give us an output, which is the rectangle, which is what we see, and also a length. When you hover over an output, you'll see information regarding that output. For this one, it says to locally defined values, a rectangle giving you the width of one of the rectangles. And then the second one giving you the width and the height of the rectangle. The length is going to give us the length of this rectangle and the length of this rectangle in sometimes that's important depending on what you're trying to do. So with that, let's go to the radius and this, sometimes it'll say radius and you'll be like, what is it asking? When you hover over the input, it'll say rectangle, corner, delete radius. What that means since it's going to round off the edges. Let's go here, double-click. And this is where you can also plug in a number using a decimal value. So I'll just go here to 3.50. Change this and plug that into the radius. And notice that when you do two decimal points, it'll give you a slider with two decimal points. But when you pick a number between 010, it'll give you a minimum and max of 010. And it'll lose that number there when you do it in larger than ten, it'll actually create a number between 0100 and so on. With that being said, let's change this to, this is another way in which we can round off the edges were further change the output by plugging in a different input for the radius. Now you can always go to 0 and have a perfect rectangle. But as you can see, it's good to see how all of this is tied together in how this works parametrically. And these are what we're working with, are the basics down to when you were working in parametric design. We're working down to the basics and back to understanding the origins of how things are created. From their understanding that this is not necessarily a linear process. Where you go from beginning to end. You actually can always change the inputs, therefore not being linear process more of a spiral coming back into the process. So thank you very much for being here for this video, and I'll see you in the next one. 6. BASICS CONCLUSION: Now that we've made it this far, we've created two rectangles using this algorithm. The next thing we're going to do is create a surface ear, then extrude it to give it some three-dimensionality. So to create a surface, the component that we're going to bring in is called boundary surfaces. I'll double-click here and go to a component, said, boundary surfaces, which will create a rectangle. Create a surface along a closed polyline. This rectangle is going to be our closed polyline. We can use that and create a surface. Now, notice that our previews are always in red. These are things that can be changed if you go to display and other settings. But by default you will see that they are red. And you will also see things like this kind of checkerboard thing. And that is actually a reference plane. That is this. And you can right-click and disabled preview. This way. You don't have to look at those things if you don't want to, you can only preview the things that are important to you. Right-click, disabled preview or selected on middle click and do the, the guy with the bandanna over the eyes to hide everything. Or let's see What was the other way. I think on a Mac it's not middle-class. It's going to be Spacebar. There's a way to get like this. This is called the radial options. So you can disable the preview. So you don't see. Now that we have this surface that was fairly straightforward, just make sure that if it's going to create a surface, it has to be a planar. That means that it has to be on a two-dimensional surface. It cannot be anywhere outside of that. There are other ways to create a surface on that. But with boundary surfaces, it's only gonna do it on a two-dimensional flat boundary. For, with that being said, let's take this and extrude it. Now when you bring in an extrusion, so double-click here. Extrude. And we'll extrude this surface. So plug that into the base. And notice that the input is just a sea surface. So you'd go like, oh, it doesn't say surface, it's not gonna work while the base is going to be just geometry input. You can extrude surfaces, you can extrude curves, things like that. So it's going to ask for a direction because in the same way that in here inside of rhino, we type in extrude. It's going to ask what curve and in which direction, in sometimes it does upsides and you can change the direction. Well, we need to be aware that these rectangles are actually aligned in the y z plane. We actually want to extrude these in the y direction. This is where we'll double-click here and bring in a unit y. So I'll just click on Y and it'll bring in the option to bring in unit y. Let's bring that in. By default. When you bring in a vector, it's going to, by default the input is gonna be one. Let's change that by changing the input. Now I'll change, I'll take this and copy it. So I'll slide it here. Tap out and change the name to extrusion, Extrude. Now let's plug this into here. Now it's extruding by 0. Now it's extruding more. Now what's cool is that you can also let say, do something like this where you see whatever radius. These are some of the things that you can tie parametrically, which I feel like the cool thing to have that ability to change things to see if they look good or not. And so with that, that concludes kinda the overall Getting Started lesson. If you notice something that I didn't go over, you got stuck somewhere. I'll please let me know if this is something I want to build on and help new people get started using parametric design. It's a little bit intimidating at the beginning, but like I've said before, it is some of the most useful things to understand Into get used to it if you were trying to do architecture and things like that in the future. If you enjoyed that content, be sure to subscribe for future videos and also check out the website for more resources. I will have this script available to download on the site. Just so you can have it side-by-side just in case you're not able to kinda plug in everything and get it working.