Rhino 3D and Grasshopper Shade Structure Parametric Architecture and 3D design | DCO Graphicstudio | Skillshare

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Rhino 3D and Grasshopper Shade Structure 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

      1:34

    • 2.

      Base Geometry

      8:47

    • 3.

      Base and Arc array

      11:53

    • 4.

      Arch Form

      9:06

    • 5.

      Conclusion

      8:38

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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 with you how to create this shade structure will be starting with the base geometry, which is going to be a circle. Then we split it in a few other ways, like here. Then we move on to creating the base R, which we start with a straight forward arc. Then later on, we re-map the numbers and go over some techniques that we can use for any design. This one in particular, we can play around with so many of the parameters at the end. But the basics are really where it's at on this one. So I'll be sharing with you all of those things here. And thank you 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 Geometry: So first thing we'll do is open up a new Rhino file. I'll type in here. Units will be working with feet, I'll hit. Okay. Now we can start here with the new grasshopper file. The first thing we'll do is look here under Display. I'll have draw icons, drop fancy wires, and draw full names. And with that, now we'll get started. We'll start by constructing a point. So we'll go, we'll go here to construct, will route that through a point component. This way, we're able to change the location of where we have the design. So we'll go from this point. Now, we'll be creating a reference plane that is in the x and z direction. And this is how I visualize it as I go here to the bottom left of my viewport and a half d x, y, and z here. And we see that x positive and z positive will go x, z plane. And we'll plug that into the point. We'll plug the point into the origin. Now we'll use that plane to create our circle. So we'll go here to circle. As you can see when we bring in the circle, it actually has the default plane, which is going to be the x and y. And this is why we created the x z plane. So we can plug that into the plane input. Now the radius we can change. So let's go here to 15. What I'm going to do is disable the preview on the plane. So we don't see that plane here. Now, we can move on to creating the base geometry. Now what we need to do is take this line or this circle and offset it to the inside, to the outside. And the way to do this is first, let's change the name here to structure size. I'll make it all caps for mine, but you can do whatever you want for the naming, structure size. What matters the most is that you're able to understand what it changes. Everyone has a different preference, so there's no real standard for this. So we'll go here to offset curve. And then we'll take this circle, will plug it into the offset automatically. It gives us an offset of one on the default plane, which is going to be the circle already has a plane. So we can either plug that in here into the plane or just leave that without one. Either way it's going to work. Distance is going to be by how much? So we'll say 1.50. This way we have two decimal points and it gives us a little bit of more room to change and see the design change will go 1.5 or the distance here. And then I'll go here, create a copy, then do a negative component, allowing me to then offset this not just to the inside, to the outside but also to the inside. This is going to be structure of size one or two. Structure offset. We can always change the name. It's just for now. We have this. So now what we need to do is create a plane in between these two that I use boundary surfaces, which is a component that will create a, it says here when you hover, it says create a planar surface from a collection of boundary edges. But when we plug them in, so let's plug this one in first. And holding down Shift, we'll add another one. So this one just work automatically, but typically you do want to flatten the input. This way. You kinda create that surface in-between. But now that we have that we need to do is split this surface into the ground plane because this technically won't be able to, You won't be able to develop it because it kinda, the lowest point is just one small point. This way we can just, the next step is going to be to split this at a specific height. To do that, we need to create a line. So we'll go here to the outside upset. And we'll go here to endpoint. Then here we have a start and end point, which are the same. And what do I want to do is bring in the mid point. This way we can create a line from the start to the end, which is going to be the midpoint. So the diameter length. Go here to line component between the start point and this endpoint. Now with this, we can split the surface. But the only thing that I would do different is I want to have the ability to move this up or down. But mostly down. Because when we move it up, actually from this point up, it's going to split the arc. And to do this, we'll take a mood component. We'll be taking this line or this geometry, bringing it into the motion units z. Then negative y because we actually want to move this down. Move this down, and then we'll give this a value. We'll say 1.50. Then here changed the name to structure split. This is going to determine where. Let me show you here. So I'll disable the preview on the line and both the midpoint and the start and end point. Now with this curve, we're going to bring in surface split. We're going to take this surface, these and this curve that we moved up and down, we're going to split it. What happens is we have two fragments, because it's split it into two through this curve. Now we only need to pick one of them, because here we have two outputs. The two, every time we want to pick one of the items. Inside of a component, we've got a list item. As long as they're coming in, not dashed lines, which means grafted or in individual groups. Then in here, we can go index of 0. And if that's not the one we want, which we don't, we want the one on top. We go here to list and reverse. This way. It always picks index of 0, which is the list flipped backwards. It picks that 1 first. So here we can move this up and down. And if it looks funky, it's because we have overlapping geometry. So let's see this one, this one, and this one. Not this one. And disable the premium. The way I do it, this middle click. Then there's this guy with that's blindfolded disabled preview. Or you can also right-click on each component and disable the preview on each or enable it. So with that, we have our base geometry that we're going to be using for our design. Next thing we'll do is split it down the middle and then have to recreate some of those geometries. And so we'll be going over all the steps right here. 3. Base and Arc array: Alright, so let's take this surface. Now that this is the leftover surface, Let's go back to this curve, but before we moved it down, so let's go up to here. Now we actually need to take this curve, which is the one here in the middle and split this new one that we have selected from the first split, which is going to be the ground plane. Now we're going to do a surface wet once again, but this time using, like I said, this surface and then using this line segment As the cutting one. We're going to be doing the same thing, which means to select or let's remove the overlapping geometry. So all of this middle click the Save we'll preview. Now we're going to be taking this and going to item, list item. With this one. We'll take this, plug it into the input, and we'll be taking a different approach on this one. On this one I showed you how to use the index and reverse it. But here I'll show you how to add the list item. One of the cool things that this component analysis, you can add more parameters, which means that if under the list here, we have three values. I can add 123 outputs. In this way. I can use those individually by using the surface component. This will be this bottom left one will copy this, going to be bottom-right. And then this is going to be the top. Now I can disable the preview on all of this and we can look at these individually. Here's the thing. Since this is like a circle, we can technically just do one side in merit to the other side. So I'm not too worried about having both of these separate. What matters is that we're going to take this surface. We're now going to be moving it to one side and extruding it by twice the depth. What we'll do is take this. I'll go to move. It's going to move it up by default. So what we want to do is actually move it in which direction? In the x, positive y. And then we're going to extrude it by negative bias. So we'll go here to, or it could be negative y and extrude by positive. We'll go here to unit y, will be moving it in this direction by 1.50. So we'll give it a specific value here. Now, we'll go Extrude. But the trick is to take the surface rather than extrude it will move it, and then extrude it by the same amount, but then twice as much. We'll go here to negative. And then times two. So star two or x2, which will give me a empty parameter for a and for B. We have to. Now it's going to do that negative. Now we can extrude this by twice as much. Now I can disable the preview on all of this, because the next portion, we're now going to be taking this rectangle here and be arraying it around to create that form. But now let's take this and let's actually go to our midpoint or original point that we'll use to create a y, z plane, which is going to be our mirror plane. That mirror plane is, we'll use for a mirror input. And then we'll, I'll bring this all the way over here and plug in this into the geometry. Now, whatever we do to one side, it will do to the other side, and we don't have to. It's actually easier for the computer to do that. But not that. We're even doing too much, we're just doing one forum. So with this, that will plug those into a novel, leave those there for now. Now we'll focus on. The next portion. Now let's go back to this line, which that line is what's splits this surface, right? Where this line overlaps with the surface before we cut it, which is this one. Where these two overlap, I want to extract a curve because that's what I want to use to extrude and use as my base surface. So we'll go here to the intersect tan. This will be rep with curve. Bring this down. There'll be using this as my era in this line as my curve input. Now instead of selecting both of them, I'll be selecting just one. So I'll go here to item or list item. Now, just pick one of them. Whichever one. Because it doesn't really matter. We can mirror it anyway. Um, so we'll take this and we'll be extruding it in the y-direction. We'll go here to extrude this line segment that overlaps with that. We're going to extrude in the y-direction by how much? Well, we know that we went two times this amount. So halfway, it's only going to be here in the y-direction, and we will use that input for this. So this is symmetrical also this way. And this way we only need to create one segment here to read the form that we're trying to go for it. We'll take this, plug that into the curve and put why? Because I only want the outer edge of that surface. And when it's a planar surface, you can literally just plug in that component into a curve. And it will give you the curve outline, and it gives it to you as one polyline. This way we can now array this, the route, this, this curve. What happens though is that if we take a look at that curve, which is actually our original line, well, we have an entire segment here and we only need a segment from this side all the way to this side. So if you haven't noticed, one of the tricks that I like to use is intersecting geometry to extract information. So we have this overall line and we have this segment of this surface segments that are overlapping. If I go here to this surface here, it starts here and ends here. Now, if I go to a B-Raf, IRB will go up and where those two intersect. So take this as my B ramp, where the curve, which is the original, where they intersect here. Now we're going to go to this curve and we're going to do when array, array and array, this geometry through this curve. We can pick the number of segments, so we'll go count five. Now we can take this and just to see what that looks like altogether, will go to loft. And yeah, technically we've recreated that in the more segments we have, the closer it is to the actual curve. We're going to do now is with these segments, we're going to change the size of them and move them. This way we can make it more of a dynamic design. But let's go back also. And let's play around and change some of these parameters. Let's now move on to the next portion. I'm going to go over a few techniques that will be super useful for changing a set of geometries here to make it more dynamic. So let's go over that. 4. Arch Form: Okay, now let's take this lofted portion and let's just delete it. We're going to be taking these segments and scaling them relative to a graph. So what we'll do is we'll take this will go to an area component because each one has to be scaled relative to each center point. We will take this geometry, plug that into the geometry or the area component, which will give us the centroid, which is the center point of that rectangle. Now let's go here to a scalar component, which will allow us to then scale those geometries relative to it. As you can see, when you don't plug in, a different centroid, is going to scale them all relative to the center point of the default, which is going to be 000. So we plug in all of these center points, so it uses those as the reference to scale firm. Now for the factor, well, we can go here to 1.5 and we can see that we can already plug in a value, but we only have one value. And so the trick to get this to scale up to a large value in the middle and then down to another two. Same value than it is. We need to take this all of these and graph them according to. When you graph them according to a sine wave or a specific graph, you're able to change it, change those values. So let me show you without talking too much. Let me show you if we go here to a graph mapper, which looks a little bit intimidating, but it's actually super useful. So by default it comes with nothing. So we'll right-click here graph types and we'll go to sine, sine wave. What it does is it's, it kinda gives you this sine wave and it plots values through this graph to change the scale value. So what we need to do now is go here to a range, because we need a range of points. Specifically the exact same appoints that we have for this. So we'll go here to arrange and steps will go to the same number as the count. We see we have all of these lines that represent the different steps. That if we now plug this into the factor, we'll see that it turns red because we have this at the bottom. If we raise this, we'll see that we have this small to large and that's good and everything. But what happens is we need this to be at one and this to be more than one. For that, I like to be specific about the number that I'm going to pick. I like to use something called a re-map numbers. And so this part is a little bit tricky, but it does come down to practice. I do this all the time. So you'll see me like, Oh, why is he doing that? Well, a lot of these things you'll just have to do over and over again because it's the process that you take for doing specific things. So for remapping numbers, we're going to bring in three different components all at once. Re-map numbers is one, bounds, it's another. And the third one is construct domain. These three always come in together because to remap your numbers, you need to first know all of your values, which are the ys. Then all of the values with bounds that gives us the biggest and smallest number. So we can now use that as our source. And to construct from, let's say, to construct a specific number. So we'll go here to 1.5. And we'll have two different values. So we can construct it from this number to this number. The domain goes into the target. So this is what I always do when we're scaling. We typically go from 0 to one is going to make it smaller. From one to two is going to make it larger and that one is going to stay the same. And so that is for scaling, but for moving things it's going to be a little bit different because the value that you use as the exact amount that you're going to be moving it. Okay. So now that I've gone over that, let me show you what really matters the most about this is that the initial incoming value is 0.1.190.4. So we have 11 values coming in. They're all smaller than one. Now we have remapped them with this. Now they're giving us the values. So the input was that, and the output is going to be 1.07 up to three. So now we're saying that we can pick this map number, change the factor. If we go here to one. It keeps. So let me show you here by selecting this, it keeps this at one which is the same size as it was originally. And then here, we're able to change the scale as it goes to the center. Now, the importance about this is we don't even necessarily have to do with scale. We can do it with offset, we can do it with rounding off the edges. We can do it pick a different, many different methods to create different geometries. But I'm showing you the most efficient way of doing this. So then later on, once he knows some techniques, you can then apply those to many other designs and then have a lot of fun using this method of modeling. So with that being said, we'll take that and we'll loft it together. Here at the end. It's actually giving us an extra. What it is, is the range of steps is giving us ten, but we actually have 11 objects. What happens is when I use ten, that is not correct. We have to do a plus one, giving us 11. Or it might be minus one. Let's go here. Yeah, it's gonna be minus one. So my apologies on that. But once we get that little adjustment and then we're able to see, that's the other thing is you'll be able to see if there's an issue. And usually when there's an issue it's new. It is the code that is broken because the computer is gonna do whatever you program into it. So with that being said, let's move this around. We can even make it smaller too. So I think that actually it's sometimes be cool like that. So 0.5 is going to be half the size of what it was before. And then two is going to be twice the size of what it was. And then here we have, if you recall, by default, we have our X, Z plane, which means that we can mirror using this plane, SR, mirror plane. This loft, which I like to have holes because it's not going to be a solid. Disabled the preview here, and then use that as the near plane. And I feel like that looks really cool. But the last thing we will be doing is taking this geometry. And rather than it just scaling down here, we're actually going to be moving all of this to the right and create some kind of shade structures. So like when you're standing under this, you should be able to be covered. So let's go over those steps. 5. Conclusion: What we'll do is disable the preview on this, which is going to be all the law and the mirror plane because we need to recreate that law. And the way to recreate it is going to be okay, we scaled it, but now we're going to scale it and move it to the right. Maybe the scale too much. So we'll go 1.5 and then move this to the right. Now, here's the thing. We can move it a specific value, but it's going to move them all the same. Or we can take these values and remap them again, but to move components. And so the reason why we see two here is because we have our originals. I'll disable the preview on that. Now we can take these and move them to the right. So we'll go here to move. We'll move these in the y-direction. Look here. Rather than using one value. I'll take all of this, copy it down, and then use this, these remap values as the move. So it moves them. Bind z, nothing here at the beginning. We'll go here by one. Actually, here by 0. Then here. The reason why is because since we're using a mood component and not a scale, when we move by 0. Well, that means that this moves by 0 and this moves a maximum of three, three feet overhang. So this would be the overhang. Now I can disable the preview on this and plug these slides into the locked component, which gives us this. Therefore, if I disable the preview on all of this and bring back our mirror and app. Now we see that we can change these values here to meet our whatever we want for our design. Now, at this point we can disable the preview on, I keep saying that on all of this stuff, including the stuff at the beginning. And even these points here. Now I'll go to. And lastly, Okay, now that we have this, we're going to deconstruct both of these, get this outside curve, and create that surface between those two will go here too. Listitem. And the thing is, when you have a list item, you can't just plug in. Let's say this be rep in and be able to pick anything. We need to go here to deconstruct the wrap, which will basically exploded into the different things that it has. So it has phases which are the surfaces, edges which are the lines, and vertices which are the points, will be using the edges as the input. Now, use an index and change the value using the slider. I'll reverse. Now we'll leave it like this. So the ninth curve is the one that I want. Now I can disable the preview on this and do that again. But for the other one. Let's see if it works with the item nine. This one actually, that's gonna be the B-Raf to plug in. The edges, the ninth edge, that one and this one, perfect. Now that I was able to select, those two, will go to loft and select both of those. What happens is this one and this one, they're both leftover that we actually have to flip it curb direction. Now we can use the path component to create that surface between those two. Let's go back here and let's change. Let's also be aware that this is going to be the psi, the amount that is going to go out buy. We can also use some funky stuff like this. When you have this graph, you want to visualize the center point and it's starting and ending here. And you cannot. I think that one is fine. Just before we couldn't have since we remapped it. It's fine for it to be down here now. If you want to get crazier. So for the most part, completed the tutorial. Just want to show you a few more things. If you don't like this, there are other graph types. Bezier, which means it starts here and now that you've had, but if we bring it down like this, we have some kind of control points that we can use. I think that's kinda cool. Right? And then back here. So different graph types play around with them. Sign. This one is kind of artistic like this. More. I like to keep it straightforward because for the most part, the concept is what? The technique is, what matters. Then later on, you can come up with whatever design you want. And with that being said, hopefully you found that interesting and useful. Thank you very much for being here and I hope to see you next time.