Transcripts
1. Intro: Hi, welcome to DCO. My name is David capacity, and in this video I'll
be sharing with you how to create this pavilion. It's an exercise and understanding how to
use random points, intersecting geometry to
create pavilions and designs that would otherwise be very difficult if you didn't
use parametric modeling. Let me show you here. Going into the space, we create the overall form, subtraction on the inside and then the openings
for the outside. This is not necessarily going to be the most
beautiful building, but what it will do is show
you how this program works. I'm going over all of
the steps in detail. And at the end they show some
extra things that can be useful to further
enhance the design here. So thank you very
much for being here. Hopefully if you're going
to find this interesting, I post videos like this every
week where you can learn how to use parametric
modeling for architecture and
just learning how to use 3D modeling in
a different way. So hopefully you're
excited about that. Thank you very much
for being here and let's jump right in.
2. Base geometry and form: Alright, so the first
thing we need to do for this part is create the area of where we're going
to be creating our design. So we'll start here by
creating a rectangle. And we'll go here to rectangle
component is going to have x and y sides and also a
plane where we can locate it. So we'll start with X and Y. Let's go here to one-fifth
and one-fifth in the y. This is going to be the area where our design is
going to be located. Now we can take
this rectangle and we'll go here to, well, there are different
ways that we can populate this with
random points. We could either go to
populate 2D, populate 3D, but we need to turn it into a surface or populate geometry. But we also need a surface, so we'll use populate 2D. This is going to be, this rectangle is going to be the region where
those are located. Now we can pick how many
of these points we want. So we'll go here too. 30. So we have 30 randomly placed
points on this rectangle. Now what we need to
do is create a seed. This is going to give
us other options for 27 points randomly co-located here that are
different than these. So if we go to three, you see that every
time we switch this slider where it says seed, we're going to get random points moved to different spots, but we're still going
to get 27 points. So at this point, what
we're going to do is create a field of spheres
on those points. So I'll go one step at a time, so I don't confuse you, will
go here and create a sphere. This will be the population or the points are
going to be the base, which means that
it's going to create a sphere at every single
one of those points. All we need to do now
is change the radius. Those go here and give
it a radius of maybe 15. And if we want to have more decimal points,
we can do 15.5. And this will give you
0-100 and set it at 15.5. But if we want a custom slider, we can say from one less than
5.5 and then less than 30. This way, it goes 1-30
and sets it up by 0.5. Now we see that we basically
created a field of spheres that are all changing
according to this lighter. Now what happens is, since they're all the same, they're not going to intersect
in every single instance. So what I want to do here
is show you the power of using random numbers to create if this field and
give it a variety of sizes, not just being 25, because we have 25, we can change that. But we want 25 of them, not just with 26. We want a random set of
numbers, maybe 5-30. So we can change all of these and have them
be randomly different in the same way that we have
random points will be using random sizes depending on a specific range that we create. So at this point we can clean
it up or we can keep going. And at the end I'll
probably clean this up. Sometimes I do as I go along, if it gets too long, I do come back and organize
some of this information. Otherwise it gets a little bit confusing to see
what the sliders do. But with this, now we want to introduce a random
set of numbers. So this lighter gives
us just one number. So we'll create a random set of numbers using this
random component. And we'll be using this
number slider again. So we'll unplug this. The range is going to
be from 5.5 to 25.7. And we'll do this by
doing construct domain, which will give us
the start and end domain that we can use as the range of numbers
from 5.5 to 2,725.7. Those are the range of numbers
that we want to create. The number is going to be how many random numbers you're going to create
between those two. Well, we know we have 25 points. But this is where
we will take these 25 and use that as the number of random points we want
to create because we have that many number of points. Here. We can also introduce
a seed value, which is going to randomize
the numbers for the height. So now if we take a look at
the output of random numbers, we'll see that we have 25 values starting from 0.5
and ending at 25.7, and it's created 25, just random numbers
between that range. What we can do is
rather than having one static number like 27.45, 47, we can go to
these random numbers. Notice that now it's changed
the scale for all of them. Now we see that maybe 5.5
is a little bit too small. So this is where we
can increase some of the size of the start. If we go here to a large number of or possibly change
this one to 50. Then we'll delete this slider
and just copy this lighter. Now, you see that it
got really small. Well that's because
this starts at zero. So it's going to start at the smallest one is going
to be close to zero, and the biggest one
is going to be 25.7. If we do the same, while
they're going to be the same, but if we increase one and leave the other one
a little bit smaller. Now we're starting to see the power of using this
random numbers that we can change and re-map some of the numbers
to be what we want. Then here we'll go to saved. Maybe that's not the
exact configuration we want. Maybe we want more. Maybe it doesn't fill in the
spaces where we want it. So this is where
we can use some of these sliders to get
different iterations. This reminds me a little
bit of AI where you can get a different result every
single time and it's going to be random
just using a slider. And that's because we
programmed it to be this way. So now that we have our design, Let's say this was
going to be our design. I do want to bring in a
scale model of a person. I'm just sliding this in here. We'll go to Insert hit, Okay, hit Okay, and then
I'll go to zero, Enter because I have it
at the origin point. Now we see that this is
the size of a person. So this is going to be like a larger pavilion type design with created with a
bunch of spheres. The scale is fairly large. We can always decrease, of course, the size
of the design. If we want it to
be smaller, well, then we need to decrease maybe
the size of some of these. And then decrease the point
count if it's too much. So it really does depend on how you want your design scaled. You can, I like to use the
scale person for that? With this. Now we know that this is
a interesting design. Now we want to bring
them altogether. But before that, we actually
need to split them in half.
3. Design development: Let me show you how
we're going to do that. We're going to take
this rectangle. We're going to turn
it into a surface. So I'll go here to
boundary surfaces. Now we're going to take this and there are different
ways of doing this. So this is just one of the
techniques that I like to use. Basically scaling this surface relative to its center point. The center point is
going to be determined by the surface where
the rectangle is, then the surface center or the centroid, the
geometrical centre. Then we'll take this center, go to the center location, and now we'll plug in our
surfaces into the input. And our factor is going
to be more than one because we want it to be larger than this sphere
will just go to 0.5. Now we're going to take this
surface that we've scaled. We can disable the
preview on all of this. And we can take this and
use that to split or to intersect with all of the
spheres that we have here. I'll go here to extrude. So we'll take the surface. We're going to extrude it past the tallest one. In
which direction? In the z direction
because it's going up. Then we need to click
or plug-in the factor. What is the factor?
What's the biggest one? Well, we know the biggest
one under random. This is going to be
the random size. 28.9 is the biggest number. So that is what I'll use to extrude because
it'll go past it. Now I do like to add
a little bit more or multiply by two because that
ensures that it covers it. So this part is a bit string, might be a little strange if
you're fairly new at this. But what happens is if
you multiply by two, the number will always be
larger than the original. It's not going to clip it. But this, the form we
actually won't see again. It's okay if we have
it twice as big because for the most
part it's going to be, the preview is going to be disabled. And you'll
see this here. So I'll take that bottom
surface, disabled the preview. We'll take this sphere and this box and where they
intersect, I want to keep, so this is where we use solid intersection
between the form, the outer form and the spheres actually might be the opposite. So the spheres and
then the bottom one. Now, what stays is the
top part of the sphere. Let me show you that what
happens is at the moment, we have a lot of
overlapping information and we don't need to
preview all of it. We only need to preview most of the stuff towards the
end and the stuff that we really are using to
extract our design, this box we don't need. So I'll go here
disabled preview, and you'll never
really see that again. Then we can take these spheres
and disable the preview. And what happens is
now we have a field of domes that is intersected
with this box. So what we can do, one of the
other things we can do is take all of these spheres
and move them up. So they don't intersect halfway. Maybe they'll, they'll
intersect a little bit down. And sometimes that, that is a feature you want for your dome so you don't want them to be perfectly, sometimes half, you want it to be maybe a little bit longer. And you'll see that with
geodesic domes tube. With this, let's go to sphere. And we'll go to move
in the z direction. And we're going to move this up. And we're doing this before
the difference because we're going to plug in what we
move into the difference. And I'll go here to 1.5. Now you see that we've
moved it up by 5 ft, but we haven't
intersected it yet. Now it's going to take
on this form. Perfect. So at this point, now
we have all of them, but we do have them overlapping. And unless you want the
rooms on the inside, there's something specifically
that we could do. But what we're going
to do is actually union all of this
into one solid. This way we have the insight
spaces that we can use. So we'll go here to
union solid union. All of these will be plugged
in and we'll flatten the input to make sure that
it comes in as one long list. Although it already was. I'll go to disable preview. And we're seeing that. Wow, okay, now we're getting
a few other results. But the cool thing about
this is that we have interior spaces that
can be used and we can always change how
many rooms we have. We can also change the
configuration randomly. And some of these
spaces are independent, creates some courtyard
interesting spaces. So this is one of the exercises that I wanted
to share because it's so useful to see how you
can use random points, random numbers to
create random geometry, which looks complicated,
but technically, we understand what
the steps are. So we're able to create
these things in a script. With that being said,
we're not done yet. We have the solid. But now this is what happens. We have moved up the spheres. We've intersected them,
but now we need to create the walls to subtract
from the overall form. This part is a little
bit tricky to visualize, but you'll see here that we have all of these random numbers
in that create these spheres. Well, what if I create
another set of spheres like this on the same points
with the same number, doing the exact same thing. Then we're going to
also move it up. So we're going to take this, copy it down, tap Alt. And now we're going
to move this up. So we're basically copying the exact same thing.
Let me show you why. Because now all of these random numbers are
going into the radius. So what's happening is the
radius is actually the same. For both of these. We need, this radius
will be smaller. So all we need to do is
subtract the size of the wall, -1.5 or a foot and
a half will go, random points come in. They are, the first value is 25. Well now the output, the first one is 23.8. That's because it's
subtracted this much. So we can plug that
into the radius and see that, oh, look, we now have this radius. It has been moved up and it's subtracted so it's smaller
than the original sphere. So this does, is we
can now come in here. Take the solid
encoded difference, solid difference between the spheres and
the outside form. Now let's apply color to this. So let's move this to
the right location. Now we'll go here
to custom preview. This will allow me
to give this color, and then I'll go to
swatch or color swatch. We can see a little bit
more clearly this way. These are interior spaces. Let me put the scale person
in their Zoom select. Now we'll do clipping
plane, vertical. It looks like we're able to see through those. Now this one's independent
and that one's independent. So maybe that's kinda cool. If this is like maybe an
outside bathroom or something. Let's go back to zero points. If we increase the points,
that will update now, there will be maybe
some small things like this that's due
to too many overlaps. So if we go to 18, just
increase the size. I'm 29 to 35. Okay. But this point, we
created the pavilion. But now let's move ahead
and create the rest. So for the next part, we need to create openings
for people to come in.
4. Design conclusion and finalization: So this is where I love parametric design
because we can come back to previous steps where we created this portion of our
design and we can reuse it to you to create other
aspects of the design. So now let's go into it
here. Here we have a sphere. And this where this, Let's see, We're working, show you we've moved
these spirits up. And where the sphere
intersects with this surface, not this one. The scale going where that
intersects were this. And this intersects. That is what I want to keep. So between those two will go
to intersect B rapid P wrap. Because this is a boundary
representation of the plane on the ground and this is the boundary
representation of all of those spheres. Do you see how they
are overlapping here? Well, now we can disable the preview on
this so you don't see it. The stuff. Now, we need to put
all this together. So in the same way that
you have solid Union, you have something here
called region union. Notice that it comes in
with this dashed line, which means that it's grafted, set will flatten it here. Notice that now we have the
only the outside face of it with this disabled premium. See if I can take this. I just want the outside of it. So I'll go here too. Yeah. Okay. So we'll go to item, list item. This way I can pick
one of those curves. It picked the outside one first, which is good because
that's the one that I want. But this is something that
might need to be changed. Though. We'll go to three here, bring it back to zero, which
is what that index is. We can change it
to two other ones. That's not the point. The point is we want
the outside one that we want to divide. Using the curve will
have ten openings. So we'll go to one less
than five, less than 20. So from 1-25 or
somewhere in between. Why? Because that's going to
create the number of openings where
those are located. We can also do random, right? So going with the
theme of using random, we can also use populate
geometry using a curve. But I can populate
this randomly with random points throughout
and just say I want five random points
throughout here. That's another possibility. But I want to show you with this one that's being able
to sub-divide it evenly. We'll take this and we'll
do create another sphere. So we can go back here. We'll just create our own here. Will go to a sphere. Use the points as the input. The radius is going
to be at least 8 ft. So we'll say 15, less than 77, less than, less than 20. That's going to be
the range of numbers here. Can we randomize them? Yeah, but that would not necessarily be the
point for the opening. The opening can be regular, but the overall form can change. So what do we do now? We can hide all of the
steps that we took. To get to this location. We can bring back our design
and subtract it from it. Now, in the same way that
when you create an opening, maybe like this will look
as great as when you move. It. Will copy this tap Alt because we can copy this movement up
in the z direction by five. Now we can disable the premium
matte and preview this. Now we have the ability
to move this up and down to change the opening
kinda location, right? So we'll go here
to now difference. Solid difference will be
subtracting the overall form. This doors. And if eight is too
many, maybe five. So at this point, this is
the portion that I wanted to share with this
voiceover tutorial. At the end, I will
be sharing some of the other iterations that I created before this that
have other alternatives. But for the most part, this is going to show
you the power creating intersecting geometries and at the same time using subtraction. So overall, is that the coolest
design ever? Maybe not. But what did we learn here? Well, we learn to create a
pavilion using random points, spheres, subtraction,
and intersects. Here we are. We're able to create a
pavilion that you can access. The inside, has multiple
openings and creates a very unique experience
that would be very difficult to replicate without using tools like grasshopper. So hopefully you find
this useful and you see the power of this tool. If you have any questions,
make sure to let me know. I'd love to answer any
questions for you. And I post videos like
this where you can learn extra sizes
and techniques to make progress and
learn more about how parametric design works and how you can use
them for your designs.