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.