Rhino 3D and Grasshopper Facade Fold Parametric Architecture and 3D design | DCO Graphicstudio | Skillshare

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Rhino 3D and Grasshopper Facade Fold 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

      1:37

    • 2.

      Base form and region

      11:27

    • 3.

      Rebuild region

      15:36

    • 4.

      Development and Conclusion

      7:15

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About This Class

In this Course you will learn how to create a Facade region fold detail 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 going over various techniques that allows us to create this design, which is a vertical facade that has a region that has been separated. And we then create the algorithm to extract some of that geometry. Then play around with the scale factor. By moving that Assad to one side, we can increase and decrease the size of two, the region that we want to affect. Move it around. And we'll share here two different options. So we'll have NURBS curve and we'll have an interpolated curve. But then at the end, we develop into this facade. I'll be going over all of the steps here. 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. Hopefully you're excited about getting started with Grasshopper. And let's jump right in. 2. Base form and region: First thing we'll do is type in units here instead of rhino and make sure that we're either feeds or whatever units you want to have. This is going to determine the overall size of your facade. So we'll do feet. Decimal is okay. And then here inside of grasshopper, we'll go to a new document. Then under display, make sure you have an icon span two wires, the names enabled. This way you see the script the same way that I have it displayed here. So now let's go to a x, z plane. And this is because by default, when you create a plane, it's going to use the default x, y plane, which is what you see here, the red and the green lines. Now with this x, z coordinate system, we can actually create the plane on this reference. So now let's go here to plane surface, which is the component we want to use. So we'll plug in that plane into the plane input, which means it will use that reference plane as the input, right? So it's going to be creating it here. And now we can change the x and y size. So go here to 50. Then create a copy. So I like to slide down, tap Alt to create a copy. And now we can create, change the size of the facade. But what we want to do by default, I would say, is be able to change what surface we're working with this way. This way you don't have to create it parametrically and you can actually insert, let's say, a different surface rather than this one that we're creating here. But the reason why we're doing it like this is to do it fully parametric here and then have the ability to change it later. So now with this plane will plug that into a surface input. This will allow us to change this template so we can unplug this and we can set one surface to something else. Now we can take this and sub-divide it using isotropic. As you can see here, we have both of these planes being displayed. So we can just select these middle click and disable preview. And now we're just looking at that surface. Next we are going to be subdividing it using isotropic. So let's go here to ISO, to find the isotropic component, which I always bring in width, divide domain squared. These two together will subdivide that surface by plugging in the surface output into the input of isotropic and then the input of the domain. And by default, when you hover over you, It's kinda say ten. And then B, it's going to say ten. That's going to sub-divide it 1010 evenly and the u and then v, which is going to be like the x and y of the surface. So we'll take the segments, plug it into the domain. What we want to do is rather than having so many subdivisions vertically, we want to have only one and then only vary them horizontally this way. So we'll go here to one. It's going to be not the EU, but one in the B. Next, we'll be adding another slider. So I'll go here to 15. Now we can subdivide this surface once vertically, which means it's just going to create these horizontal subdivisions. And now we can take all of this and hide it. Take the original surface. I did. And now we're going to be working with this surface. With this subdivided surface. When you hover over the output, it's going to say 2020. Different surfaces here. And the way we know that also is because if we bake it, and then I select this, I can move it to the side and I can see that I've actually created 1234 and so on, 20 line segments that are subdivided vertically. So now if I go here to shaded mode, we see that this is what we wanna do. But what happens is we want to work with the lines that are in between and we don't want them to be redundant. So if I select this and then this one, you see that this one has a curve and this one has a curve. So if I extract all of the lines, there's going to be duplicate ones. The way to fix that, It's going to be to select this. Let's type in join here instead of rhino. And when you join it together, now, we only have the creases, that is only 11 line here. And that's what we wanna do inside a grasshopper. So we can just select one line segment PR subdivision. So what we'll do is we'll take this and type in joined BY or be rep, join. The outputs has one open be rep. So now let's disable the preview on this. Now let's take this and plug it into the rep edges. And this is going to give us line segments for the naked and interior curves. The naked curves are going to be the ones on the outside. And the interior curves will be the ones here on the inside. And I will take those and plug them into a curve component. This way we can extract it because we have both of those inside of this component. This way we can kind of take them out and we can select them independently of each other. Now let's disable the preview here. Now, we, all we need to do is create a region within this surface that we can use to extract. The pattern. Will be taking that step here, which will be point a point, a rectangle, and then where the information intersects will be extracting that. Let's go back to the original surface, which is going to be all the way back here to this plane or the surface. What we'll do is extract a point within this surface. And the way I like to do that is using evaluate surface. We can use this surface as the surface input. To get it to work correctly, we have to re-parameterize, which means it'll turn this surface, which is whatever size it is. I think right now it's 50 by 8181 and it'll turn it into 0 to 10 to one. In this way, we can pick from 0 to 1 within that surface using MD slider. And the empty slider, like you see here, it goes from 0 to one and from 0 to one and puts it up 0.5. This is what we'll use as the input point. And now since it's been re-parameterize from 0 to one, this creates a point from 0 to one. With this graph, we can move these points around and visually move this point, right? If we want to be more accurate, there is another way to create a point. The way to do that is to go here to instruct point. And now we're going to pick an x and y point within 0 to one. So what we'll do is we'll go here and go here to 0.800. And then here two x, 0.8 or x and y at 0.8. And we'll use that point as 0.2 input. Now we can go point, let's say 0.1 in the x and 0.5 here and the y, which would be in the u and v. It. Now with this, we can be more precise as to where we want to create that point. But the reason why we use the empty slider is because it gives us a really cool, in my opinion, cool way to visualize where the point is located. And it does give you some fairly accurate numbers here for you to kinda place a point. And then if you want to go further and say 0.37 or five, then you can actually add those here and be more accurate here. Then what we want to do is using not necessarily the point, but the frame, because as you can see here, we have this red and green arrow or line that's going to determine our x and y. So now we can create a rectangle using this rectangle component. And we can use this point or this brain input and create an x and y size for that rectangle. So we'll go here to 15. Copy this over, and then 15. So now we've created a rectangle on this point, which was created on the original surface, right? And if we move that point, we're able to move that rectangle. The cool thing about this is then we can change this. And now we created the region that we're going to be affecting with our design later on. And here, let's further enhance our design by changing this up. And with this, we can move on to the next steps. Cleaning some of this up. And I'll actually go here, call this the sun. This is going to split the sample size x. And then sometimes I go here, control a, control C to copy, and then Control a Control V to paste. Then we'll change the x to the y. So we'll move on here. And these are going to be subdivisions. Then here, x and y, this is going to be the region, region x. And then here we're going to have region. Why? Alright, then this is just going to be an option. So I'll go here to control G and call this point. Then we'll leave this as okay. With this. Let's move forward and create the rest of the facade. 3. Rebuild region: Now that we have the region defined, let's extract the lines and then we'll be able to kinda get the intersecting information here. So what we'll do is we'll go here to these interior lines. And then we'll go here to this rectangle and go to boundary surfaces. This way we can basically create an overlapping surface on top of that surface. And then go here to intersect tab. And then physical between B-Raf and curve. This way we can now plug in the interior curves and to the curve input and the surface into the burette. Now let's select both of these and disabled preview, or actually disabled preview just on that surface. And when we select this, now we're able to see now we can select that area and specifically those verticals. So with this, we also want to get the difference, right? So if we have these, we also don't want to have only all of the lines. We want the lines on the outside and not on the inside. So what we need to do is go to region difference and subtract from the outer plane, which is this one. Subtract the rectangle, which will basically cut out this whole. Now we can do the same thing with boundary surfaces, where we create a surface around that opening. And with that, we can now do the same intersection. So we'll go here to the intersect tab and we'll do a wrap with curve, will intersect the spirit with these curves. And so now we have basically extracted the pattern from that overall pattern there. So we have this, the outside and the inside. So the next step is going to be to take these verticals, deconstruct them, and then reconstruct them using three different points. And actually we may use 1234 and then five points. So we can create more of a seamless curve here. So let's get started with that. But first, let's organize our things here. Make sure we're kinda looking at everything correctly. Bring back the original service. Now we have these two patterns with these inside ones, which are the ones here at the bottom. We're going to go here two end points. Let's lower the count of the subdivisions. So we'll go here to like this. Now I will extend this. Now that you see here we have the star seven points and end 0.7 points. So 1234567. And we're going to take those out into their own point upon it. We're also going to take these slides and get the midpoint. So I'll go here to curb middle. And I'll do the bottom points here are points here. Kind of organize them here visually from top to bottom. And then here go to a new point or slide and tap Alt. And we'll plug those split points into the middle one. Now what we need to do is take these points and we need to extract one of the points and scale all of these relative to one of the endpoints. So I'll go here to Item. Or a list item. And when we use list item will be able to pick one of those. What happens is they're here grafted, so we do have to flatten the input. Then here at the output we have one value or 1 that we can now use to scale. So we'll go to scale and we'll use this point as our center. And all of these points SR geometry. Now we have to be careful because now we need to flatten the input of the geometry. This way we only have us an output seven different points. This way they connect seamlessly here. So what we need to do now is connect those points using nerves curve. So now we've scaled this side down. And then here for the factor, we'll type in 1.5, or factually has to be less than one. It will go 0.888. This will, we have three decimal points and we can move this around here. Now let's take our original points. Let's able to preview. Then. These points back here, the midpoints will also disable the preview. Now we'll go to this one, this up and down. Now we do have to graft it here when we go out, but I'll do that here because we do need to scale these by one. Now we'll take these and we'll go to move. And we're going to move them up in the z direction. We'll go here to z-direction and we'll do 1.50. Then we'll do the same thing but down. So we'll copy this. Slide it down, tap Alt will make a copy. And this way we'll create a negative. So we can create those same points but going down. And so this is going to make it a lot smoother for us to go between this curve and this curve. And then here. And actually we don't need to move, that said, we actually need to move this set up. Then this top set down. This way, that will create a smooth curve. And you'll see here in a second how that's going to work. So now we've scaled this down by 0.5. Now we're going to scale again. But this time, this and this by a factor of one, unplugged the factor that number to one. This will be the bottom one. Done organizing them visually. I know some of the wires are kind of overlapping here, but that will make sense in a second. Because now we need to do this to the top. So we'll copy this up and copy this down. The upper ones are going to go with these. And the bottom ones will use this. The reason why we're scaling it by one is because all of the outputs will be using the same scale component. And this will fix a lot of the issues that we'll have. Some of the issues will be would be that they wouldn't create the curb. So let's go here to NURBS curve. And one of the things we need to do is if we plugged them in holding down Shift, you'll see that it'll just create a zigzag. We actually want to graft the output. We'll go here NURBS curve again. We'll start with the top. The next one holding down Shift grafting right now it's not working, so we'll go here to a graft component. Let's see if this will. So here's the issue. We have 15 points on this one. And that's because we have basically taken this, moved it. So that fixed it will remove the graft from these and then continue on adding in more inputs. And so the important thing is that as the output we have seven. This one, we have 15. So this one is also giving us issues. This one is because we need to flatten the input. We have seven values and now we can add additional input. And then here lastly, we have seven. Make a copy and then merge these together using grabbed and NURBS curve, right? So what did we do? We took outside point at the end points, move them up, top points, down, then the midpoints and scaled them to one side. Now we can take all of these points, disabled preview, and then scale down here and remove that. They are basically overlapping, is take this away and now that takes care of it. And the reason why we did this one, because this will help us make it smoother or not. Then the cool thing in my opinion is being able to move this region and have it update. And then here we can add more. And it will also update. The cool thing would be to add more vertical. And then here, here's the thing. This is using NURBS curve. We can also use interpellate curve. All of these are going into one. We'll do the same thing here. This one is a bit more drastic. And then I think the upper limit here may want let's clarify that these points that we moved up and down, we had not flattened the input. Therefore, it was moved creating extra points. Now that we've learned that input and we made sure that we only have the outputs that we need. Then in here, they come in and we have it scaled down. The next portion, what we're going to do is take these lines and these curves and we're going to extrude them to finalize the design and give this some dimensionality to the facade. You'll be able to apply this to any surface. So I think that's one of the cool things about this. So let's move into that. 4. Development and Conclusion: Now let's take both of those inputs and we'll bring in a joint curves. We'll plug that first. Then we'll go on to get the outside portion of the region. So holding down Shift, I can add those in. And then I'll flatten the input this way. When I see on the output we have 35 curves that have been joined. We can basically disabled preview on the originals. Then what we'll do is go here, two end points. Here down on the ground. We're going to have top and bottom ones. At the bottom. What we'll do is set the start. We'll go here to a circle. Or actually we'll actually create a rectangle on this one. So we'll go rectangle at the start point of all of those. And we'll give it a size of 1.50. We can have a different size for x and y is here. So now we'll take that and we'll go to extrude along. We'll extrude these curves along these curves. Now make sure here at the end to bring in cap homes. And then we can now disabled preview here. And basically it's taking this box down here and extruding it along continuously all the way up to the top. Now let's change here the dimensions, the spacing, Simplify. And lastly, to give this an outer frame to the facade will go to the surface, to surface edges or be rep edges. And we'll plug in that surface into the B-Raf edges, which will give us our naked curves, which are the ones out here. And then we'll be extruding it in or upsetting it first, we'll go here to, well, what happens is when we have that surface, we can automatically offset it. We don't necessarily need to bring the, the direct edges. We can just offset this. Offset it to the one. We will offset that to the outside. Here, two boundary surfaces between these two. And then I'll flatten the input. Now, I'll go to extrude in the y direction. And I'll extrude it by the depth of this. So 53 were sung of effective. It's back here, 4.5 bar. So we can technically take this all the way to the front, disabled the preview. And that basically takes care of that facade with that portion of the script. Now one of the things I want to do and make sure it's here, just Oregon, let's organize. This, will go to subdivisions. We kinda got this for the most part, but we went fairly quickly on this part. This is going to be hi, this is going to be scale size. They do control a to select everything and then do scale. Accidentally disabled it. So we'll go here to this is going to be verticals, next verticals, and then I'll copy that. And technically you can label them anything as long as it kinda reminds you of what exactly it is that it does. And now that gives us that portion. The cool thing is now we're going to go here under perspective view, then go to the front view and then type in plane. Or let's do this. We'll create a box. And let's say this was your building. You can explode it. Select this surface, and we'll go here to set, de-select this or unplug it and holding down Control. And then we'll go to set one surface. And now it will do it to this surface. That's one of the cool things is that we can then apply it to our designs. It not necessarily have to do the work all over again. And also this will give you an idea of how powerful this program can be and how many different designs you can program. Also with different tutorials, you'll learn different techniques and the different, and the more techniques you know that you can combine, it will actually help you become a very powerful designer and come up with many different designs. So thank you very much for being here and I hope to see you next time.