Rhino 3D and Grasshopper Arched Roof Truss System Parametric Architecture and 3D design | DCO Graphicstudio | Skillshare

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Rhino 3D and Grasshopper Arched Roof Truss System Parametric Architecture and 3D 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.

      Introduction

      1:08

    • 2.

      Base Arch

      7:37

    • 3.

      Frame and Array

      5:44

    • 4.

      Truss Webbing

      7:32

    • 5.

      Truss Webbing circular

      7:19

    • 6.

      Truss Webbing and Conclusion

      8:15

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About This Class

In this Course you will learn how to create an Arched Shade Structure 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   

 

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Transcripts

1. Introduction: Hi and welcome to DCO. My name is David for petty and in this video, I'll be sharing out to create this bus system. We'll start with the outer frame, then move on to techniques for creating the inside pattern. Then we do an array in a linear way. And those are the basics of what we'll be going over today. So thank you very much for being here. 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. So hopefully you're excited about getting started with Grasshopper. And let's jump right in. 2. Base Arch: The first thing we'll do is go here inside of the new Rhino file and a new grasshopper file. I'll type in units and I'll be working with feet. And then here inside of the grasshopper bowel, I'll go to New Document and I'll make sure to have the Drawer icon spans the wires and names. This way we're both on the same page. Now let's get started with our base geometry, which is going to be a curve or a line segment. To keep it simple for this exercise, let's go ahead and create an arc. So we'll start here by bringing in x, z plane, which will allow us to change the base grid to an orientation where we can place that arc upright. Otherwise it's going to be created here on the ground. Let me show you here. Let's go to an arc component. Now, let's go here. Take the plane input or the output and plug that into the input. And as you can see, let me unplug this. By default, it will create it here in the x, y plane. And you can see that when you hover over the input is going to say x, y. We're going to change that to x, z. But now let's change the radius to size. That's reasonable. Nothing too large. We don't want too many subdivisions to start, and we can always change this as we move along. So I'll double-click, bring in a slider or 15. So if you just type in 15, It'll give you one from 0 to 100. Now we can plug that in as a radius. So this is going to be obeys geometry and technically this slider is going to be the size of her design. So we'll go here to number slider, change this to structure size. This way we can keep track of what our sliders are doing. Sometimes I go fairly quick when I'm getting into flow. So it's good to always keep those organized. Now we're going to move on and offset this to create that trust design. When we have this space curve, well, what we need to do is offset it. So we'll go here to offset curve. We're going to offset this arc. Well, so we'll plug that arc into the input here. And when you do an offset, it's going to always ask you for a reference plane. What happens though is when this arc is plugged into a curve, it automatically will give you the same plane that the arccosine. So it kind of references that, but it's always a good practice to plug in this plane into the plane and put in this way, it will use this reference plane, SR, offset geometry, reference point. So with that being said, let's move on to not just offsetting it by a default of one. But we'll go here to 1.50. I also want to offset it to the inside. What I'll do is I'll take this, copy it down, or we can add another input. I do the lake to keep them in a separate component. So we can either go 1.5 bringing a negative component. Now we can plug in this one additionally, so holding down Shift and we can now do it to the outside, into the inside. But I actually like personally having two separate components where this bottom one and this top one are going to be offsets from the center, but they're going to be in a different component. Another way of doing this would be to, let me copy this here. We'll do both of the inputs into this one and then go to a list item. Plug that in. And since we know we have two curves, we will have to flatten the input because it's actually bringing in it, bringing it in grafted. So we'll go up to flatten it here. And then here for the output, we could have two separate outputs or inside of this component. So there's two different ways of doing it. Whichever one you feel comfortable with is the direction you should go. And also these are techniques that may work on one, it may not work on the other end and all the way around. So with that being said, I will delete this for now and just use these two as our base offsets. Now what we want to do is take these two and close this into a closed polyline. And so there are two ways of doing that. Technically, we can loft this together. But one of the techniques I like to use too close to offset curves is go to the end points, which will give us the endpoints of this in this. So we'll plug in the curve until the curve input. We'll do the same thing down here. So I'm sliding it, tapping Alt to make a copy. And now we have the start and end points. While we know that when we have points, we can create line segments. So I'll create a line segment between the start and end point. And now I'll tie the start points together, giving us the start point and start point, creating a line segment between the two. Now doing the same, tapping Alt and copying it over and now creating the line segment for this other side. Now what we need to do is we'll move this stuff to the side. We'll label this structure offset. Now we're going to join them together. So let's go here to join curves. Now we'll move these a little bit down and then plug all of those into the current input. Now here at the end, when I hover over the input, it'll say four values, which are going to be those four lines. And then here under the output it says one lowest plane, our curve, which is great when we go here now and I middle click and bake. When we select that line, I'll move it over to the side. This is also a way that you can test or make sure that things are going correctly, right? If I would have selected this and moved it to the side and it was not joined. Then I would be worried because that's one of the things I wanted to do here on the script is joined that curve. But now that it's joined, well, we can take these joints, joint curves, and go here to boundary surface, which is going to create a surface with a bounding curve as long as it's planar. And so with this, we can move forward and start creating a little bit more detail and adding a few more things. But this is going to be the most important critical base geometry for creating this design. So let's move on to adding a few more details and I'll go over a few techniques for that. 3. Frame and Array: Alright, so for this next portion, we're going to offset this curve to the inside and just create an outer frame. And that outer frame will become what supports the inside subdivisions. So let's take this line work and let's offset it. So we'll go to an offset curve similar to what we did with the original line. And we'll plug this into the curve input. And to the outside. It's upsetting to the outside, which is good. Now we can give it a value. So we'll say 1.50. I'll be a little bit too much. We'll go down like this. If you want it to go to the inside, we can also do that. So actually it's going to be better for it to go to the inside. Otherwise, it's going to go lower than our construction plane here. And I think it's going to be better this way. Negative the inside right now and said 0. So it's not offsetting it by anything. And then here it will change the values. So we'll go here to two. Then 0.2 here between this line and this line. Now we're going to do something similar with this, but we're going to create the surface between those two as long as they're on the same plane. Like I mentioned, we can add both of these. The plaintiff or to the edges input and then flatten the input here. Next we're going to take this. Now, we'll extrude it in the y direction. And one of the ways I guide myself is using this bottom left x, y, z coordinate system. We can extrude it here in the y-direction. So we'll go here to Extrude. Extrude you can plug in both surfaces and curves. Unlike in Rhino and rhino, you have to type in extrude curve or surface. But this one, we can plug it into this one. And now the direction, well, it's not going to get do anything unless we tell it what direction will go to unit y. Now, we'll do this once again. Copy this slider over. This is the structure. Reframe that. And this is going to be frame offset. If we go back to the start, Let's see if everything is still working and it is, so is the upset. The outer frame and the depth of that frame here. Okay, cool. So now that we've created the outer frame, there are different ways to create the inside portion. I'll be going over two different ways of doing it. The Let's go over some of those. We'll take this original surface and let's hide it. So right-click disabled preview. And what we're going to do is create the segments that go in here using this original curve. So this arc and will be creating one segment and arraying it around this and then moving it halfway. So let's start first by going back to the original Ark. And let's also find this line segment that we have here, which was the one that closed the two offsets. So with this, we're then going to go to a ray curb or curb array. And we'll plug in the lines into the geometry. This arc as a curve. And you'll see that it's actually, we should do the other side because the curve is the other way round. So this one is the one that will actually work, right? So if we select this, this is a start, This is the end. It's going to array it this way. If you have it organized all the way around, then it's probably because the way that the arc is created, you have it backwards. So with that we have the count amounts. So we can go here to 15. This is a way to be able to sub-divide it here. Now the only thing is that we have a first and last curve that we don't want to do that to select all of them except for those. There are a few tricks that we can use here. Let me share with you the way to do this. So if we go here under Geometry, Let's lower this to like five. We have five subdivisions where we technically only need 123. And then the first and last, we don't need. What we need to do is go to select only non-zero, but 123, and then subtract the last one. 4. Truss Webbing: So now that we have our lines here, well, we need to get rid of the first and the last one. So we'll go here to list item. And since we have five, we need to pick not the first one, but the second curve and then subtract the last one. What I'll do so bring in a series of numbers. That count will go to five because we have five here. But we can lower that. This step is going to be by one because we want a series of numbers stepping by one and starting not at 0, but at one. Then here we need to plug in that geometry into the list item, then the series into the index. Now we have five numbers. We actually want to decrease this to three. So what we need to do is five minus two. So we actually need to subtract two numbers from the total count number. And what this does, so what series does is it'll create a series of numbers starting at one, which is this one, and then ending three numbers later because we have to get rid of two. Then the count will be three and the series of numbers will be 123. And that create, that selects only the inside ones. And if we increase the count, it'll do the same for all of them. What happens is we technically just removed the first and last item from this entire list of arrays. And so that is one way that I like to do that by using basically the data and the numbers that we plugged in to figure out how to basically remove the first and last. Now with this, now we can move into turning this into a pipe. But let's go here to a pipe component. And we'll plug in those curves into the pipe input. And now we'll go caps. And then radius 0.888. This is going to be, let's call it re number. And then here, starting one, ending up being by one, starting at one, and stabbing or count two less than the total. That's basically the equation of how to remove the first and last when you do an array like this. Now with this, so let's hide most of this stuff. Now with the pipes now, they're all the way out here in the front, which is cool. But what happens is it technically doesn't work because we're all the way to the outside. But we need to move it in the y-direction by the same amount as the pipe or more. We'll just center it. And so let me show you how since this was extruded in the y-direction by 0.98, then we need to move this in the y direction by half of that. So we'll bring in a mood component. Will move it, move this pipe. In which direction? In the y direction. Basically moves it to the other side. And then we'll do times 0.5. We can hide. Here's the thing, the line segment. All of these line segments here are a little bit too long, so they will go into the outside portion of the frame. So what we need to do is take this and we'll scale it down. Relative to the center of each, will get a scale. We'll bring in a midpoint because we reference the scale, we need it from the center. So it does it equally from each side. Will center it and then factor. It has to be smaller than one. For it to be smaller will go to 0.998. Now we can select this and plug our geometry n, which is going to be the line work here with this. And even down here caps round. Now we can plug that line work into the pipe component. The pipe component, we unplug from the original. So you can right-click here, Disconnect this one and the scaled ones. We'll connect again. What I'm doing is changing the scale of that pipe and also here, changing that some of the subdivisions so we can see exactly how that works. I'll disable the preview on most of this stuff except for our final portion. That is one way to get the structure working like that is to take these segments, create it down here, a ray it. And that will basically take care of the subdivisions here. Now the next one is going to be different, which is creating a circle here and arraying it and seeing what that looks like. And so those will be the two techniques that I'll go over. And then we'll go ahead and take this design and array it. This way you can see what it looks like when you create one basically block of your geometry. And then you can go further and array it and create other things, right? So we'll be going over those things right now. 5. Truss Webbing circular: So what I'll do is I'll take most of this stuff that we have here. And I'll just be middle click and disabled preview. This way we can work on the rest of the design solid group, this also control gene. Once you get that group, you can kinda see this is going to be the iteration for one of the patterns. Now we'll be creating another iteration for the inside. Let's go to our base arc. And let's go here to divide curb. We're basically going to be doing the same thing where we select only the first and last. But what we'll do is we'll take these points, will bring in a y, x, z plane, and please that exactly where those points are. Now, we're going to go to a circle component and we'll use the plane as the input. The radius is going to be the structure offset. This way it ties it to the outside, but we can also technically make it a little bit smaller. So the radius, we can, we can have its own slider here if we want to. Sometimes the construction planes are a little of noxious like they get in the way. So I'll select it, disabled the preview. And then in here, well, it actually wouldn't look too bad if we do like half a circle at the beginning and then goes on. This is going to determine our account. So we'll go to 15. Now at this point, well, we have our circles. We also have this surface up here. What I'm going to do is wherever the surface overlaps with the lines, I'm going to get the line work. I'll go here to intersect physical. And then we'll go B-Raf and curve. So it'll be this surface here as the input. And the curve is going to be the circle. As you can see, it cuts it here. And so now we can use this and do something similar to what we did here. Well, the pipe component, I'll copy it down here. Copy it up here, and then use these lines as our curb input and preview our stuff here. So let's go here to flatten. What happens is caps are loud here. And here's the other thing that I'm noticing is that actually that may not be the best one to use. What I mean is this surface may not be the best. Why? Because it's the outside. So after that we have offset it to the inside. If I use that. So if I go here to boundary surfaces and create one on the inside frame and use that as my intersecting surface. It actually cuts it off and it basically fixes the issue that we had. Here. We have this one, this one. I want to bring this over here. And let's zoom out and organize this a little bit better. And so by using the intersecting technique, we don't need to do any of the list item thinks that we did here where we basically subtract the first and last one. Now, all we need to do is intersect those two. So that's a good thing too. Now, I'll go in here and let's change the array. Next is do what we did here, which is moving halfway. And copy this here, plug that in and then preview it. And it's now previewing it in the right location. That's disabled the preview here. So this is going to be the circle size two and then this is going to be one actually. Then here, right-click. And then circle size too. This one is scale. And then here under the radius, we're going to then go here to this one and change these two options we have on the inside. I'll disable this so we can see the final portion. The depth is a little bit too much on this one. And it keeps it right at the center. So two different options with this one and with the frame. Now we can create a, an array with these two. So that's what we'll be doing with these two. 6. Truss Webbing and Conclusion: What I'll do is I'll take these top ones. Basically the other option, and I'll Control G and group it. Now, let's take this and array it in the y-direction. I'll take this. These two will go to a mood component and also a series component. This will let us pick more than one number so we can create an array. And then we need a direction which is going to be in the unit y in this direction. Now we'll go to the series component into the factor. The count is going to be how many copies you want to create. So we'll go here to the step amount is how much space in-between the two copies will go here to 15. And starting is going to be, what is it going to have the first gap at? So we'll go to start 0. It should be fine. Now, we can plug in our geometry for both this one and plug the y factor into the motion. And the reason why it creates that many copies is because here at the, at the output we have 12. Let's see. We have five different values and they go 015304516. That's the copies that it's creating. Now if we want to array other things, The way to do it, to have separate outputs. This way you can put them into different layers. Well, we can use this, copy it up. Now, we can array, let's say this design. Let's disable the preview on our original stuff. And we're able to see that yes, we're a rated in the y-direction. There's 15 feet between them. We have five of them total. And that's a technique I typically use when I want to erase this in a linear way. Now there are other things that we can do like creating a curve or creating a segment that you can array this through. But the idea for this tutorial is more like the techniques that will allow you to create something like this. And then later on, I will share with you guys other techniques that can let you create more of like a, not such a linear extrusion, but more of a dynamic design. So with that being said, let's move forward here and let's array. Not just that, but we'll use this one down here as another option. Now what I will do is disable the preview on it. And we'll be keeping it here. And we'll be moving on to the next step. Though. We've had these two iterations. Now I want to hide those because there is one more iteration that I want to show that it's actually really cool. And we already have most of the work done for that. The way to do that is we'll go to this surface that we had here. This surface that we had created on the inside. We want to bring in the circles. Let's decrease the size. We're going to subtract the circles from this surface. Go here to region difference. And we'll subtract from the inside surface those circles. As you can see, it creates the outer boundary of that region, so it subtracts the circles. Now we can go to boundary surfaces again. Disabled the preview. When you do Region difference and you have a lot of objects, it does sometimes lag a little bit, but just keep that in mind. So we're here at 0.8, we'll do 0.75. Now we'll extrude that. Rather than move, it will go to extrude in the y-direction. The surface will extrude in the y-direction. And we'll bring in a slider for the depth of this and move it halfway. Once again, the same way that all of these removed. The center will go to this one disabled or take this copy it up and then we'll move this portion to the center. Good, Now we have this, and let's disable the preview on this because it's getting in the way it's halfway through this. Let's see here. This is going to be the array. So before we array it, so sorry about that. Before we re, we actually move it in the y-direction half the distance. So we'll plug this motion, this one down here, and it's going to be the y-direction to the center. Now, we can disable the preview on all of this stuff. And now we can array it again. Copy this up. And we'll use this input to a ray through all of them. So we're just basically copying the array portion of it and arraying it this way. Now these are circles, right? So with the circle, we can be polylines, we can create polygons. And so you don't necessarily just have to stick with circles. We can do any other design. So with that being said, hopefully you found that interesting. I will be doing a render showing you what this looks like at the end. Last thing that I would do is probably create more of a cover structure. It'll be glass for the design that I'll be showing. But yeah, hopefully you found that interesting and useful. Let me know if you have any questions. I'd love to help you through learning more techniques for parametric design.