Rhino 3D and Grasshopper Courtyard Building Half Circle Parametric Architecture and 3D design | DCO Graphicstudio | Skillshare

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Rhino 3D and Grasshopper Courtyard Building Half Circle 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.

      Intro

      2:38

    • 2.

      Base form

      6:51

    • 3.

      Walls and openings

      12:37

    • 4.

      Roof

      9:30

    • 5.

      Trim Detail

      9:28

    • 6.

      Additional Bonus Content Video

      6:23

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About This Class

In this Course you will learn how to create a Half circle building with Walls and Openings 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. Intro: In this video, I'll be sharing how to create this design, which is a courtyard building, that is a single standalone building that is fully parametric. I'll be going over a lot of techniques that are useful for many other designs will be creating this design that has walls, it has openings, it has roof, roof overhang, and a few details that are useful for buildings like this. There's not going to be a lot of detail going into this. This is a base form. From this. We can take that building and develop it using some rhino modeling and save ourselves some time in designing and kind of coming up with the best design. So what we'll do here is let me share with you some of the parameters. The building form. This is the depth of that building. And like I said, the concept is going to be to create some, a building that will shelter you from all sides from the sun. And you can even do some planting on the inside. I'll share with you here. Let's see some of the Let's hear the depth of the foundation. We have the overhead. Here, we have that form. And one of the most important things, of course, is going to be the door opening. And we have it here, so where it creates an opening through both the front and the inside. But we also have that ability to make it. So it's not necessarily all the way in. Let me show you how we can make it. So it's only that window on the inside. 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 form: So the first thing we'll do is bring in a point. So I'll go here to construct point. Then we'll move this point here over to the right. So we'll take this point and I like to route it through another point components so we can change the location. Now we can use this one and now move it. So I'll go here to a mood component, will plug the point into the geometry input. Now we can move it in a specific direction. In here, I'd like to go in the x-direction. So double-click unit x and bring in a slider for the size of the length of the arc. So let's go here to 15. Now with these two points. Now we're going to bring in the arc component, which is the one that I like to use this arc three points. And the reason for that is because it actually gives you some control as to how far apart these points are going to be. And then there's going to be like this amplitude that's going to be going into this direction. So what I'll do is I'll take this point and this point and create a line in between the two. They'll go to a line component between the start point being the first starting point. Then that geometry that I moved in the x-direction, That's going to be the endpoint for the line. With this line segment. We now want to get the midpoint. So I'll go here to a curb middle. This will give me the exact midpoint of that line. Now we can take that line or that mid point and move it in either the y, positive or negative. Let's go here to move this point. I'll put that midpoint into the geometry and then the motion is going to be unit y. And negative. This way it moves it in this direction. Now bringing the slider. So I'll go here to 15. Now I can move this slider around and have the amplitude of the arc. So with those three points, I'll admit, I'll hide this midpoint. And I'll take this point that we moved up, that's going to be point B, that's going to be the middle point. Then we're going to plug in the first into point a, then. And point C, we're going to be doing this one, the one that we moved initially in the x-direction. So we'll go here to point C. With this, we have the ability to create the length building. We're going to have the arc amplitude. That's going to be the base geometry for this building. With this, now we can take this arc and we can offset it with the depth of the building. So we'll take this arc, we're going to bring in the offset component, offset curve. We'll plug in the arc into the per input it now we'll give it a distance book cohere to 15. And the reason why I do 15 is because I want to do more than ten. That way we have more than from 0 to 100. And this way can just move it around at that level. So we'll go here to this one. And we can move this around. And we see that we have offset it by whatever slider we have here. Now what we need to do is create the line segments that are going to close this down. So to do that, we're going to, we already have the points here, but it's okay to bring in this component called endpoints. Which what it'll do is it'll give us the end point for this arc. I'll create a copy of that component so we can create the start and end points of the other arc here that we offset. Now we can connect it using a line component. We're now going to create two line segments between the start and start point and then the end and the end point. So we'll go to start and start going into that endpoint. And we'll do the same thing here. We basically close that down and we can see that line segment a little bit better this way. The cool thing about this building form is going to be that it's going to create a courtyard on the inside. And that's the concept of this. This would be a structure that would actually be in the desert or something like that where it would cover from Sun most of the day. And you can actually either gathered in here or plant on the inside. So with this, now we have those two segments. And this now we can actually create the walls. But what we need to do first is joined that together. So I'll go here to a join. Curves, will join the first dark. The offset are hold down shift to add another curve. And then I'll hold down shift to add those other two. Then I'll go to the input button it. And then here at the output, it says one closed planar curve. And that's great because that's what we can use to create our floor plan. What I'll do is I'll go back here and we'll make sure it's a smaller building at first because we can always make it really large, but we want to keep it tight. Let's go here to something 25. 3. Walls and openings: Okay, Now with this, we're going to create the walls. But we need to do is go here to this curve. Now we're going to offset it. I'll double-click here. Offset curve. Then I'll plug in this curve until the input. And automatically it's going to offset to the inside, which is good. But we want to give it a specific value. So we'll go here to 0.5. Now we can create the walls. So the way to do that, this technique is going to be to create a surface between these two. And as long as they're on the same plane, you can do this. So bring in boundary surfaces, will take the outside curve and the inside curve and plug them into the input. Then as you can see here, they're going to overlap. So the way to fix that is right-click on edges and then go to flatten. This will make sure that it creates a surface between those two curves. And now we can take this and extrude it for a wall height. So now we can take this, we'll go here to extrude the surfaces. The direction, we'll go here up in the z direction. So it goes up. And we'll bring in a slider to do the height of that extrusion. It will go here to 12th. Now we can disable the premium on all of this stuff and see that we have basically the wall height. They can care. For this next part, we need to create the opening. Now, the opening is going to be located here in the middle. So we can either use this midpoint or we can pick a point along that initial curve. Either, either way. When you extract that point, like this one, this midpoint that was smoothed in. Now we can use that to create our line that's going to be extruded to create that opening. So I'll go here to move. We're going to move. This point in the x-direction, will go here, X or unit x. Then we'll plug in a value, let's say 4.5 in the x-direction. Now what happens is since we're doing it from the midpoint to one side and then to the other side. We actually need to divide this by two. We will take ten divided by two. And when you do division by two, it's going to give you a component that has two at the bottom as B. So we can plug in the ten into the a and then the result into the vector. Now we can do the same thing in the opposite direction. So I'll go here to negative a plug-in the vector into the negative input. Now, the result, I'll hold down shift and add it into the motion. Now we have two points that have been moved from the center by half of the overall length, which gives us the true length between these two points. With that, we can take those two points and create a polyline between those two. So I'll take that geometry which are going to be the points that are moved into the vertices. And if two tennis too small, which it is, let's go here to another value and will increase the maximum 50. Now, we can take this and extrude it up to be the height of the door or up the opening. So we'll take this polyline. We'll go here to extrude direction. It's going to be in the unit Z. The height is going to be, we'll bring in a slider 8.5. Now with the surface, we can take this and extrude it in either y or yeah, we have to do it in the y-direction. So one trick is going to be to move this in this direction and in this direction. Or move this surface in this direction and then extrude it in the opposite. So let me show you that trick. And that's to make sure that it intersects the form completely. We'll take this in wool first, move it in the neck in the positive y-direction. We'll plug this in. We'll bring in the unit y, and we'll bring in a negative component because we know we want to move it in. The positive y will have the negative here because we need that. But we'll take this and move it and save 15 this way. Then I'll take this and disabled the premium. And I'll take this and extrude it in the negative y. So I'll take this ring in an extrude component. We'll plug in this surface into the extrude base input. Now the direction is going to be negative y. So I'll copy this slider down here. So I'll slide it, tap Alt and make a copy. Then bring in a negative value. So I can extrude it in the opposite direction. Now, if I do the same amount, well it's going to shift it by the same amount. So we can kinda do some thinking like this and then extrude it further this way. If we want it to, let's say, open all the way through to the other side. Now we could have a different size opening this side. And we can do that by going back to the original curve, may be taking this heading, the midpoint of this one, and then doing that same process that we just did. But for now, we'll keep it simple. We'll have this extrusion that intersects this and we'll subtract it. This will do is create the opening for the courtyard and possibly the front entry. Now this is going to be a basic form. So don't expect to see a lot of detail. Some of those scenes can be taken care of inside of the modeling. So for now, what we'll do is we'll take this form and we're going to go to a different solid difference. We're going to take the walls into a and then this box into your app B. Now it's going to subtract it. So now I can take that form that we have here and disable the preview. I'll do the same thing with the box down here. We still have base surface previewed. So I'll disable the preview either by right-clicking and clicking on preview or select multiple, and then do middle click and disabled preview. Now, I do like to show if you don't see the things the way that I see them, it's because you don't have display and all of these enabled and I like to have that. So you can see, read the icon. So you can see the icon, read the inputs. And it makes it a little bit easier. So with that being said, let's move some of these parameters around. Let's take a look at the building and what it does. So this is going to be these two points in-between. That's going to be that arc. The opening. We can kinda see that opening through the size of this. And the, there's going to be an offset. That's going to be that offset. And then here, height. What is going to be the overall length and the width? We have lots of parameters. And that's kinda the form that we're trying to go for. Next thing we're going to do is not only do we want to subtract it, but we also want the form where the window is taken away. So if we want to bring that back, there's we can do an intersection or solid intersection between the walls. That solid. So we'll plug in that extrusion into B reps B. Then disable the preview here. And so now we have where they intersect, which is going to be the same place as where the openings are taken. And I see a bit of an issue here, but I'm going to change some of these sliders here. What I'm doing is I want to take this and make it a little bit wider here. So it kind of creates a clean opening here. And I actually don't want it to offset that morning. We have this one at ten and this one like so. So sometimes we can use some of the components that we don't necessarily want to preview, but we can use them as guides to see how our model is intersecting. And the reason for that is a lot of the times you don't want to preview everything. This way you can focus on the things that you're changing and most of the stuff that you're changing, it's going to be kinda upon the right-hand side, the outputs. So just keep that in mind that some of these you may not want to have on later on, but you might, might want to keep on to reference. So with that being said, we're now going to move on to creating the roof overhang. Then we're going to create a small detail to connect between the two. 4. Roof: On this next part, what we need to do is take that bottom outside line, bring it up, and then offset it to the outside to create a roof overhang. So we'll take we'll go back here to where we joined this base form curve. What I'll do is I'll give myself a little bit of room. So I'll take this and move this down. Then I can take this and move it up. So I'm going to move this curve in the z direction. So we'll go to unit Z. But I may not even need to do that because I already have the height extrusion of the wall. This is the height of the wall. That's the height of the window. If this is the height of the wall, then I can use that Z vector that I had already created for that wall as the vector for our motion. Now we can take this, now that we move that line up here and we can offset it to create the overhang. So I'll bring this down here. I'll go to Offset. And I'll bring that geometry into the curve input. And the distance, well, as you can see, it's offsetting to the inside. So I'll bring in a negative component. This way it offsets to the outside. And I can now use a value of, let's say 2.5 to create that overhang. Now with this, I can create a boundary surfaces and extrude this up to create the thickness of the roof. So go here to extrude. We'll bring in that surface into the base input. And the direction is going to be unit Z, or going up. And I'll go here to 1.50. Now we've basically taken care of the roof form. Now it looks super basic. So what happens is typically you're going to have the roof rafters and then you're going to have aphasia out here. And so we can do that because we have this curve that creates this form. But what we can do is take that offset and offset it again. So I'll copy this. Tap Alt and plug in that curve again to the input that's offsetting by two. So we'll just say here to point, to. Now create a surface between these two. Using that same technique, we will use boundary surfaces. And we'll plug in the outside one. The inside one will flatten the input. So we know it's just creating that surface here. And what's going to be different about this? And it's a good trick for a good technique is to, since I know how much I'm extruding the roof by the aphasia. I want it to go past the bottom. I actually have to take this surface, move it up and then extrude it down by more than thickness of the roof. So with all of that being said, let me show you what I mean. We're going to take this surface, we're going to move it up by the same amount as this extrusion, this surface into the geometry and the extrusion into, or that same vector into the motion. Now we can kind of forget about it down here and even disable the preview on this it now we can extrude this down. And if we use the same amount, well, it's going to just extrude down the same amount. But if we do more, we can actually pick the overhang amount. That's like that's super useful one to know. So we'll go here to extrude. We'll use this geometry into the base input. Then the direction is going to be negative. And it's going to be. This value. Plus we're going to add the overhang amount. If that's what you want, we can actually pick a specific value that's more than, more than this. But if you want an overhang value, this is how much, this is how you would do it. 1.36 plus D overhanging amount. So I'll do 0.25. Then that's going to be down in the z-direction. So we can actually do the z vector here, then negative. Then the result is going to be the direction. Now we can have this be the overhang amount and it's tied to the height of two, match the height of the roof. If we go to a foot, Ruth rafter and there's going to be 0.56 inches overhang here. The cool thing about this, in my opinion is that we have a different material here. We have a roof rafter here. And technically, if we move the curve up here and we extrude up, that would be the roofing material. So let's do that. Let's make sure to do this clean. And remember that we created this boundary surface down here that we moved up. Well, we don't need to move that up. We need to copy the fact that that was moved up and move something else up. We're going to move the outside line up. So take that curve, I'll plug it into the input. And now here we have the outside curve. Well, now we can turn that into a surface, boundary surface. It now it can extrude that up for the roofing material. So I'll go to extrude in unit z and I'll do 0.250. So we have roofing material, we have Asia or outer trim. We have roof rafters. And here we have outer walls. We have our window. That concludes the basic form of the building. Now I'm going I am going to create here a, another basic TRIMP form. And I'm going to show some tricks to get that done. Other than that, those are kinda the techniques and the tricks that I wanted to share for the most part, though, disabled preview on everything except for our outputs. This way I don't have things overlapping and it's a lot easier to visualize things. And one of the things I want to share too, is you can always change the form of the building. So this is fully parametric and we can change the location of where we want this design. The idea is that we're going to align this east and west. And then the sun is going to go around here. And we're going to have the ability to plant and gather on the inside, whether this is a really hot climate or you just want some privacy. But with this, let's go to the next part, which is going to be the form between the wall and the roof. 5. Trim Detail: What we'll do is we'll take all of this portion of the design that kinda takes care of the roof and middle click and disabled premium. And we'll go back to the place where we had this initial line. Now this line here we did move it up to create the overhang. So we go back here to this one. Now, what I wanna do is create the overhang design or the trim between the overhanging the wall will take this and we'll go to offset curve. We'll plug that into the input. And it's offsetting to the inside. So I'll bring in a negative value and offset it to the outset. I'll say 1.5. That would be a little bit smaller than that. Now, the next thing we're going to do, which is a little bit counter-intuitive, is take this and offset it back to the inside. This way. We can then move it down and create a slope form. So with that, we'll take this and we'll offset again. Copy the offset, plug the offset into the input, and then use a different slider that offsets it to the inside. Now, I wouldn't do it exactly the same amount. I would do it a little bit to the inside. And you'll see exactly why this. For this next step, we'll take this and we'll move it down. It will go to move. We'll take this curve, plug it into the geometry input. And then the motion is going to be negative. Because we want to go down and then Z in the downward vector. Then I'll create a offset slider. Now we can move this up and down. Well, the reason why we did this is to create a slope line between these these two. Now we can take a loft component. We can loft this top one and this one that we brought in and down. So we'll take that and this one holding down Shift, we'll add the other input. And when we flattened the input, it will create a slope or a diagonal between those two offsets. So this is why we offset it to the outside to create an overhang. And we offset it back to the inside to make sure that we have a slope. The reason why we want to keep a little bit more than the wall is because we're going to subtract it from a form. To do that, we're going to take this. We're going to plug it into a cap falls component, which will make sure that this is actually a solid. It will actually give us a solid between those two slopes. It'll give it a cap at the top and a cap at the bottom. What we can do now is use that solid and subtract it from a form that we have with the polyline that we created at the beginning. Some of these designs do get a little bit complicated and I want to be able to explain everything completely. So if you do have any questions, if I went over some by one over something too quickly, please let me know in the comments. I want to make sure to have everything clearly explained for you guys. So now that we've created that solid, we're going to take that initial line. This one. We're going to extrude it by the height of the wall. This way we create a solid from that extrusion. And this goes into creating things that you're not going to see in the final design, but it'll help you in completing your design. So I'll use this bottom one and I'll plug that into a boundary surfaces to create a surface. And I will extrude this up by the same height of the wall so that this is going to be the height of the wall 12. And I'll take this and I will extrude it up by the same amount. Now I can either bring in an extrude component and plug them in or I could have just copied this one. So either way, we want to use the same vector that we used for that one, for this one. Now, as you can see, it actually turns it into a solid. So I want to disable preview because I don't want to preview that, but I do want to use that as the solid that I subtract from this. So I'll go here to solid difference. Now go to solid difference between the reps a, which is this, and be reps B, which is going to be solid, that I just extrude it. What it will do is give me the, what you see in green, which is the result of that. And I can disable the preview on everything else, including that form. Now I've created this really neat trim that is free. It's kinda that clean connection between the wall and the roof. So now let's go back to this roof section. Enable the preview and enable the preview here. So now that looks a lot cleaner. And it kind of takes care of that, that connection there. All we would need to do here is apply materials. And inside Rhino modeling, just getting some of the details for the windows and stuff like that. And that's what we'll be doing for the final result that'll be showing in the thumbnail of stuff is some more modeling that I do that I'm not going to be filming, but this will just go over the overall form. So the last thing that we'll do is create the base form or the base foundation. Now, what I'll do is I'll just take that overall form and I'll be extruding it down to create the floor slab. And we've basically taken care that back here where we created the circle, the boundary surface that we extruded to subtract from this form. Well, we will take this, will extrude this down. So we'll take this boundary surface, go to extrude that into the base input, and then go to negative Z. And we'll just bring in a slider will just say 1.5. That concludes the tutorial. Like I mentioned earlier. If you have any questions, please make sure to let me know. I would love to know where you got stuck. If I got, if I got something wrong or if you have future ideas for videos, please let me know. I'd love to know some feedback. And thank you very much for watching. So what I've done here at the end is just cleaned up the outputs, brought them all out here. And then done the same thing with the inputs. Just kind of cleaned them up, labeled them, and then I group them together so I can see which are the inputs that are the most important ones. There are some that are not as relevant that I don't necessarily highlight. But yeah, if you have any questions, so I'll have both of these under the script vault portion of my website and consider becoming a member. That really helps me out. And I'm pretty sure you guys will learn a lot from a lot of the things that I have here. So thank you very much for being here. I hope you enjoyed this content. Let me know if you have any questions and I hope to see you next time.