Rhino 3D and Grasshopper Spiral Ramp Accessible Building Parametric Architecture and 3D design | DCO Graphicstudio | Skillshare

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Rhino 3D and Grasshopper Spiral Ramp Accessible Building 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

      0:58

    • 2.

      Base Reference Forms

      4:06

    • 3.

      Core and Floors

      4:34

    • 4.

      Spiral Stairs

      16:31

    • 5.

      Extrude Forms

      6:01

    • 6.

      Walls

      11:05

    • 7.

      Openings and Video Conclusion

      9:50

    • 8.

      Bonus Content

      6:21

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About This Class

In this Course you will learn how to create a Spiral Ramp Accessible 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 going over how to create this design. This is a building that has a ramp that surrounds the entire building. We also have an inside space and a circulation core. I'll be going over all of the steps in detail 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 Reference Forms: The first thing we'll do is type in units here inside of rhino. And let's work with feet and then feet and inches. The reason for this is this is going to be a fairly large structure, so Pete would work. But honestly any units that you use would be fine for this design. So now let's move on here inside of grasshopper, I'll create a new document. Now I'll go here and create a point. So I'll go here to construct point. And this point, I'd like to route it through a point component. This way we can change the location of the design. Now we can start here using this reference point to create our base form. I'm going to be creating a rectangle. And so we'll go here, double-click, and we'll bring in a rectangle component. The plane. We can plug in the point into the plane, which means that that will be the location of where it started from. And now let's change the x and y size. I'll double-click and bring in a slider. I'll type in 12th. And now I'll plug, I'll take this and actually create a copy because I want to separate inputs for the x and y. This is going to be the center core of it, which would house the elevator and the stairs. So we'll keep it here so we can change the dimensions. Next, we'll move on to basically creating the base curves for where the forms are going to go. So this is going to be the elevator. Now we're going to offset another line to kinda create that building inside space. It will take this and we'll go to offset curve. We'll plug in the rectangle and to the curve input. Now the distance that's going to be the offset amount. I'll take this, slide it over, tap Alt and create a copy. I can just quickly create a slider That's just copied from that original one. Now we have this space that has been offset by that specific amount. So we'll go here to 30. And so that's the building. Next. We're going to be creating the ramp area. So it will basically be doing this again. So I'll take this, slide it over, tap Alt, free to copy. And now I can plug in this curve into this offset. And notice that they maintain, so we'll have 30 here. But it maintains that even though we're changing the slider on this one. So they're all depending on each other as we go down the logic here. So with that being said 30, it's a little bit too much for the ramp, so we'll kinda decrease it here. Maybe this is a little bit too much for the building. And lastly, we're going to be creating a slope form for the ramp. So I will be taking this an offsetting this again. So slide it over tap Alt. Now, this is going to be where the form will be subtracted. So what I'm doing here is basically creating with this logic some base curves that will determine the minimum and maximum of the elevator, the circulation than the building, the outside circulation. And then lastly, the subtraction of the form using the space between these two. And of course this will make more sense as we go along. And so for now, let's start by creating the elevator tower. 3. Core and Floors: What we'll do is we'll go here back to our rectangle. Now we're going to turn this into a surface. So I'll double-click here. Go to boundary surfaces. Now we can extrude this to a specific height. So I'll go here to extrude in which direction unit Z is when we extrude something, it's going to ask us for our base geometry, which is going to be the surface that we want to extrude. And the direction is going to be a vector. So it has a z vector. So basically going up. And now we can plug in a value. So I'll take this one's again Alt Copy. Now we're reading the building height. So now that we have that base form, we can move on to creating the floors. As you can see, we have our base rectangle and we have our offset rectangle. Well, we need to create a surface between those two. The way to do this is to bring in a boundary surfaces. Now we can plug in both of those holding down shift to add another input and flattening the input. This way. It only creates a surface between these two. Otherwise, it will actually overlap them and you don't want that. Now with this base form, now we can create the array or the floors will take this, will go to a move components. And we'll also bring in a series component. This is the technique that I use to create an array of copies of any object. What we'll be doing is taking this, copying it up vertically, using a specific amount as the step, and then being able to pick how many we want to copy. So we'll take this surface and that's what we want to move. So we'll plug that into the geometry. Now, we do want to move this up in the z-direction. So double-click here and bring in a unit Z. Now I can plug in that unit z into the motion and see that I can plug in a value for the height so I can say 12. Copy this 12 feet from the first one. What happens is since this is only one number, we want to create a series of numbers that steps by 12. Login that 12 into the step. And I'll unplug it from the z vector, because now we're creating a series of numbers, stepping by 12 and creating a default count of ten. And we can change that. So let's plug this into the, the Z vector. And it's created ten copies. So 12345678910. And if we want to change the count, well, here under counts, we can save five. Now, we can change the number of floors that we have by using the count slider here. And the step is going to be by how much will go here at five. Okay? So we basically created the inside the circulation tower. Now we've created the floor. We're working with base forms, so we're working with just surfaces. Now we're going to be creating the fun part, which is going to be the ramp. There are a few techniques that we'll go over that will be super-useful. And then we'll be moving on to subtracting the form of the ramp to kind of give it more of an architectural design. And also to create more variability within our parametric design. So we'll be moving on to that right now. 4. Spiral Stairs: Alright, so at this point, we're going to take these lines. So between this one and this one out here. And that's what we're going to be using to create the ramp. Now the reason why we have this line here is because technically, we only have a minimum distance for a ramp. And this leftover portion, it's actually going to be four subtracting the ramp. And you'll see that in a second. So let's create the ramp between this line and this offset. To do that, we're going to start by selecting this line, which is the offset from the inner core. We're going to explode it using the explode component. Explode curve. This is going to explode it into segments, so it has four different segments. Now we're going to take one of those points. So we have line segments and we have vertices which will be these corner points. I'll go here to item or list item because all of these vertices, we're actually inside of this component. And to just pick one of those points, we need to plug-in the vertices into the list. Now we have just one of those points. And when I hover here it says five points. And here we only have 1. We need this point to then move it in the negative y-direction. And I use this widget here instead of Rhino to guide myself as to which way I want to extrude. So we'll take or move something, so we wanna go negative y. So we'll take this point and we'll move it in the y direction. But in the negative. So I brought a y vector negative components, and I'll plug those in. And now I'll be able to pick this point and move it in the y-direction. So I'll take that point, but it into the Move Component. And now this negative is going to be plugged in. As you can see, we don't have that specific distance into the factor here. So what we need to do is to figure out what that distance is. And it's nothing more than 11 plus 11. Because from here we offset by 11 and then 11. So we do a mathematical addition this way because we know this can change also, so can miss. So we have to make sure that these two sliders get added together. We'll add nine plus 11. And it doesn't matter the order here. Now we can plug this result into the factor and this will make it so we move that point exactly to that specific location. And when we change the sliders, we'll keep it there. The recent removing that point was once we have two points now we can create a line segment between the start and end point. And with this line, now we can extrude it in this direction and create the ramp that will actually be going at a different frequency than the floors. So we'll take this and now I'll actually need to know how long this segment is. So I can extrude or move this line all the way out to here to knowing that specific length. And so what we've done back here is we exploded it will, if we exploded it, we can select one of these lines. So I'll go here to list item. This time I'll actually be picking one of the segments. And coincidentally or not so much, is that that first is actually the first up that first line segment. And when we pick the first line segment, it's actually the same as this one. What's cool about that is now that we have one line segments where we can extract the length of it. So like if I go here to length and then bring in quotation marks for a panel. We can see that in here we have 94, so that's how long this segment is. So that's how far I need to move it in that direction. Now, what's cool is that a motion would plug in a vector. And a vector can be a line segment. So we can take this line, plug that into the geometry and the motion. Well, we can just plug in that line segment. But it's actually yeah, it's not working. So we're actually going to have to move it here. Looking at the widget in the x direction. Now plugging that length into the factor because that's by how much I want to move it. And we'll plug in the x vector into the motion. So now we've created this line segment, this line segment. And all we need to do now is lifted and raise it up to create a slope. The other thing that's important is understanding and knowing what the slope percentages and this would be for people that are of determination is they would want to access the ramp and be able to use it. I'm maintaining the minimums and maximums of ramp requirements. So we'll do that. We'll make sure to take this and move it up. So we'll take this line segment, plug that into the geometry to move. And we're going to be moving it up in the z direction. By how much? Well, we can just say 1.500. And we'll move it up by that amount. I'll disable the preview when I was here on the ground. And now I can create a loft between those two segments. Some kind of organizing things here. So I can bring in a loft component. And this would be similar to what you would do instead of Rhino, is take this first line, will move this down and then hold down, Shift, add another input. And now we've created the ramp slope. With this ramp slope, now, we can have the basic segments to rotate around and move up vertically. So that's what we'll be doing next. And then I'll show you how to create the landings. So there are a few techniques here that are a little bit confusing, a little bit tricky if you're fairly new. But if you stick with me and you work with through the steps here, I'm pretty sure you'll be able to achieve everything without any issues. So let's move on to creating the array and then moving them up vertically. So we can create the ramp. This technique, we have to make sure that our building is actually square. So for now we'll take this slider and we'll plug both Twenty-six into the x and y. And the reason for that is because this circulation system is going to be symmetrical. So we want to create a center point so we can rotate this around. And that only works if it's perfectly symmetrical, which means they would have to be square. That's for this example that I want to keep fairly simple. There are other techniques that I can show you later on in other tutorials where we can break that symmetry. There are few more steps involved, but they're also really useful to know. So we're now, we'll take this and we'll go to our tower, which is up here. And we want to get the midpoint of this tower. So I'll go here to an area component, which will give me the center points of any object that I create here. So I'll take that extrusion, plug it into the geometry. And the center point, the centroid is what I'll be using as my rotation point. So I can rotate this around the building. So I'll go here to rotate. There are different ways to rotate. We'll be using just rotate an object in a plane. The centroid will go into the plane. The Loft will go into the geometry. In automatically copies one because we basically rotated it once. Now if we want to rotate it more than once, well, this is where we need to bring in a series component. In the same way that we have a series component. Here will go to Series. The step is going to be by how much it's going to step. So 90 degrees count is how many will a slider, we'll just say 15. And start. It's okay if it starts at 0. The important thing is when we rotate using degrees, we do have to change this angle two degrees. So it works correctly. And now we can plug that in and see that we've actually created a bunch of copies. Now what happens is, since we're creating them here all on the same level. Well, they're all overlapping. What we need to do is to make sure that they don't overlap. We need to take these and do a series of movements up by the same amount. As the slope height. We'll take this and we'll go to Move Component. We'll plug in the geometry in. The motion will go to z. We need to bring in a series component once again. This time. Well, we know how many copies we want because we want six. So we do the same amount of copies as ramps that we have. And the step is going to be the amount that it's going to go up by, which is this number. Now we can plug in the series into the factor. Notice that now all of the ramps are moving up progressively bleed by that same step. Now what I'll do is I'll take this one and I'll disable preview because we're seeing the old ramp. Now when we start here, it ramps up, then it moves up by that amount. Then it ramps up again, then it moves up by that amount. So now we can add more ramps to work our way around that design. And it kinda works independent of the building. This way you can either start or stop anywhere before or after, right? So in my opinion, that's a really neat trick up. The only thing is that now we don't have a landing here. We need to do the exact same thing that we did to this. But we need to do it to the landing. So what we'll do is disabled the preview on all of this. And we'll go back to this one. Now remember that we have created this line segment to create this ramp. Well, we're going to take that line segments and we're going to extrude it in the X-direction by the same amount as the this is between those two points. So we'll go to extrude in unit x. Wrong one. That's right, unit x. And now here we're going to plug in that same addition here, because that's what we use to move this point. So this is the result of those two offsets will be used to extrude the landing. This will cost one issue and you'll see it right now. Is that if we were to slow down here a little bit, if we take a look at our final design, this one fits here. Now we just need to rotate it and move it up, rotate it and move it up and do that over and over again. So what if we did that? We took all of this, copied it down, tap Alt it. Now this extrusion will be plugged in here to rotate. And then it will create the landing. So that's basically we copied the steps here and we copied them here. The only issue that causes is that now we don't have here. You've got at home here. Oh, yeah. That works. Okay. So with that, the only thing is we don't have a landing here at the start. We can go back to which we don't technically need, because here we would be at the ground plane. So whether you want that or not, that is something that we can add. But with So I guess that issue would only come up if we extruded this one, which means that it wouldn't do the last landing. But if we do this first one than it does. So now we can take all of these ramp, the ramp and move it up and down. And it will move up and down with it. And it's going at a different frequency than the floors. So it will intersect in some points, but it won't and others. Now what we're going to do is take those two separate surfaces and we're going to join them together. Using P REP join. I'll flatten the input just to make sure that here as the output, we only have one open up. And then I'll disable the preview on that. 5. Extrude Forms: Well, here for the first one, we have eight. Bring this to ten. Okay. So now we'll take, we'll start creating the solids. Because this, the distance between these two lines, these two curves, we're going to be creating a slope to cut away the ramp will take this will go to Extrude because we want to extrude this up to give it some thickness will go up in the z-direction. Now, I'll disable the preview on this. And now we've basically extruded the ramp. We're going to do the same thing with the floors. The cool thing, we already kind of have it taken care of here. Now, obviously, the factor is going to be important if you want to change that, how thick the ramp is going to be. And we'll do the exact same thing to the floors. So I'll copy that down and I'll bring in our arrays which are here. I'll take the geometry output and plug that into the reps. Actually this is VRef joints, so I'll delete that. This is called a relay. When you double-click on the wire, it brings something called a relay. And sometimes you can unplug it here and then plug it back in without having to go back. And then you can select it and delete it without having to go back all the way to the original, which is not a big deal. But sometimes you can save a little bit of time this way. Okay, now we've created the floors. Cool. So now at this point we're going to subtract from the overall form, will take from these two, will first move, bringing to move component. We're going to be moving this line here into the geometry. Now, we're going to move this up, go here to unit z, and plug in a number for the vector. So I'll go to 150. Next, I need to create a slope between this one and that one. Will easily create that by going to loft between this line and this line. That's actually incorrect. It's actually this outer 1 first. And then I'll hold down shift to add this one. I'll type in flatten for sure. This way it works. Otherwise, sometimes when you create an offset or a move, they have an issue wafting together. But now with this, we can take this outer line, move it up by that same amount, and create a solid. So you'll see here that I'll take this outer line and I'll move it up by the same amount. So I'll take this tap Alt, make a copy down here, and we'll take this curve and move it up. Also. Now I can do another loft between the outside one and holding down shift the additional one. Now I can take these two and join them together. They'll go to join Europe. And holding down Shift, I'll add both of those and then flatten the input. Then I'll disable the preview on all of this. Now, we can take this and bring in a cap holes, which will give it a top and turn it into solid. And now with this, we can take that and subtract it from our ramp. We'll take this and we'll go to a solid difference. And we'll subtract be reps B, which would be this solid from our ramp. Now I can disable the preview here. And let's go. That locked. Now the ramp is progressively going in as it goes up. And this is determined from our offsets here. So the more offset we have to the outside, the more of a slope will have to the inside. 6. Walls: And also if we bring back our Loft, will be able to see that this would technically be part of the skin, right? We can bring this up here. And if we make it low enough, it actually won't. We'll overhang at some point where the ramp, the useful portion of the ramp will be here where there's enough for people to go up and down. And then here it could get wider. So those are some of the cool things that we can do exploring here, a parametric design here to 100. And we can even tie it. So right now it's at a 100. And we can tie it to the same height of here. This one unit Z. We can plug that into. And actually, what happens is this unit z should be not the Z vector because it's a Z vector going into z vector, but it'll go a 100 going up. That is the conclusion of the overall form of this building. The idea was to create a building form that we can change the size of. So that's going to be the center core of the building, which can house the circulation. They'll take an elevator and stairs. Then we have the building form, which is going to be usable workspace between the elevator and the ramp. Then we have the ramp, which is determined from the initial offset. Then the additional offset as a tapers down as it goes up. Now lastly, what I wanna do is create some walls to create the enclosure for the building. Then create some openings that will be aligned to where the ramps are going to be. So this are the two things. The other thing I want to show is let's go back to the ramp and let's add more segments to the ramp. Now we have this ramp and we'll add more because I feel like it would be neat to have the ramps possibly go a little bit higher than the building itself. Okay, Now with that, let's disable the preview on the facade. It's going to be this locked back here. Do Control G to kinda create a group. Now this is in white because they changed the default color. And you can do that by right-clicking on the group, go to color, change it, and then make that your default color. Now, what I'll do is let's focus on creating what we talked about. But let's also notice that we have, we're previewing some stuff that we don't need to look at, which is this. Okay? So now let's create the walls. Now. To create the walls, we need to go all the way back to this base curve, offset it to the inside, and extrude it to the same height as the walls will take. That will bring in it an offset curve. I'll bring in that offset curve into input. It's offsetting to the outside. I'll go here to a negative component. This way we can change the direction and we'll go to 1.5. Now I can add that as input. So we'll take these two and create a surface between those. So I'll go to here to boundary surfaces and plug those two into the input. And then right-click and flatten. This way we create the surface between those two lines. Now we can take this and extrude it using an extrude component. And we're going to be extruding this up in the z direction by the same amount as the walls or as the floors. So let's go back to the floors. And let's take a look at what we have here. So the extrusion is done after we did the array, which is here. And it's telling us that we are stepping by 12 and we have eight. Technically, that's a multiplication because we have, well feet times eight floors and that gives us 96 feet. That is what I can use in the unit Z to extrude up. And I'll plug that as the input. And the walls will be going all the way up to the last floor. Now if you didn't want it to go all the way up to the last floor. What you would do is rather than eight, you do minus one. Which is actually what I want to do because I want to have a roof, open roof deck. We'll do minus one and then plug that into B. So now we've gone all the way up to this floor, but not all the way up to here because I want to have access to this area and for it to be more of like a lookout design. Great. So now we've created those walls, but what happens is, oh, the other thing here's one thing that kinda slipped my mind because we're trying to cover a lot of information in a short amount of time. When we move, when we create the slope ramp, this is going to be how much it's gone up by. So if I said 1.5, the ramp is going up 1.5 from beginning to the end. And the way to calculate what the ramp slope is going to be. So let's say if I change this to five, the way to know the slope of the ramp is going to be rise over run. So five divided by r1 and that's gonna give us a percentage. So the run is going to be a length. Here. When we take a look at this curve, we know the length. So we'll divide it by the length. Either out of the panel. I actually like to do it out of the component. And that gives us 0.03, which we do a multiplication. By 100. I can do 100 on a slider, or I can just type in star or multiplication. And that way I can just do by 100. And so in B will get 100. And now when I bring in a panel, it will take it into a percentage. So 3% slope. And when we're talking about a slope, let me see here 3%. We'll do one divided by 12, which is 0.08, and that's the maximum. So if we do it over, we move this over a couple. It's going to be 0.08 that we don't want to go over. So now here, it looks like we're probably okay if we increase this to more. So what we need to do is now go back to the spot where we have a ramp. And now we need to decrease the count because we have too many copies of the ramp. So let's go back here. Something like this, where we can go up the ramp, makes sure that it's within that we have let's say going up five feet from beginning to the end. The length is rice. Five, run a 137. That gives us this percentage, which means that we can actually probably go up more. So what I'm seeing is that we can probably bring this down a lot more just to make it comfortable for people to walk up. And we'll use that as a parameter to make sure that we're good here. 7. Openings and Video Conclusion: Now we're gonna move on to taking the outside wall. We're going to take this ramp. We're going to disable the preview. And we're going to bring back our original ramp, not this one, which was a joined be rep. And we're going to also figure out where that intersects with the wall. Where that intersects with we have the wall up here. Then we want to get that location. So we'll go here to intersect at the top. Then be wrapped with B wrap. Now we want to plug in the walls and then login ramp. And so that gives us that spiral that then we want to intersect. Let's see here with the floors, that's what it is. So now with these with this line, we want to intersect with the Florida will go to intersect B rab with curve. And we'll plug in this curve into the curve input. And the B-Raf is going to be the floors. That is what we have here. Right here. What we'll do is we'll take this all the way out here. And my apologies into a little bit to figure that out. So where they intersect, where the ramp intersects with the wall, we get a spiral or where that curve intersects with the floors at this one. Which are these, then we have a point. Now what we're going to do is where that point is located. We're going to create a, an opening. So we'll go here to a cylinder. And where those points are located around the building, which they will vary depending on the slope, frequency and those kind of things. Now we can take this curve, plug that into the base. Then the radius will be the opening size. So we'll go ten. And then the length, which is going to be the height. I'll do ten again. So can you just copy that? Let's look that into the length. Now let's flatten the input because I think not graphed button the input. And it's because I'm using the curves, It's actually has to be that point input. Now we can take the points where they intersect and subtract them from the walls. Now notice that these cylinders are open, so we do have to I've been capitals and turn that into a solid B rat so we can subtract it from the walls. Go here to difference, a difference. And we'll take the o here, the wall. Your EPS, and then end to be reps B will go the cylinders. And I'll disable the preview on this. Let's go back and disable the preview on a lot of things that we don't need anymore. Now we'll go back here, disable the preview on this one. We'll disable the preview on. And we'll bring it back. Now we can see the openings here. Now. We will be, I will be doing some modeling afterwards to create a rendering to show. What this can possibly do. And for me, the cool thing about this design would be to share it with people that are of determination or people that are in a wheelchair or can't really access buildings like this. This would be really cool place for you to be able to walk up some area on the inside for maybe shops or something. And then up at the top, you can have a lookout point. There's the excellent actually one last thing I do want to do and it's the railings for the ramp. I want to create a railing on the outside for the ramp. Wanna do it parametrically. So I will I'm going to give that a shot. And the way to do that is going to be the same way that we did. The intersection here. We're going to see where the ramp intersects with the lofted form that we did have a lofted form that we're not previewing, which is this one. And where that intersects with the floors, which would be here. Take this and I'll group it because I want to remember that one. So that is the ramp. And we're gonna go back and look at where that intersects with this intersect or under the Intersect down. The rep with B-Raf will do that ramp where that slope into a, then B will do the floors. Now we can basically disable the preview on both of those. That, and, and basically the curve will disappear. But we now we have it here. So let's take this and bring in an extrude unit Z. Then I'll do 3.5 plus the floor because it starting from down here. So it's gotta be plus the floor thickness, which is here, 1.8. Now we can use that output or the vector. And we have faded the railing or the building. Of course, there would, we would need a structure for this, right? Like how is this going to overhang all the way here? But those are details that we can get on into later. For now, I wanted to go over how to create this building form or those of determination. And I'm like I said, I'm going to be doing a render to show what it would look at, what it would look like at the end. And I will put that as a thumbnail. So please let me know if you have any questions and if you enjoyed the tutorial. I know there were some places where you may have gotten a little bit confusing. So please ask me questions. I can do follow up videos to clarify anything. Thank you very much for being here. If you enjoyed the content and make sure to give it a like and subscribe for future videos. 8. Bonus Content: I've gone ahead and decrease the parameters to an amount where building Wilson to over whelming in the sense that we don't want too many rams Gruden want the building to be too big. You just want to be able to visualize what the script can do. And so what I'll do now is clean up the script. I'll do a time-lapse of this so you can see how I organized it. And then we can go on to possibly doing a few more things with the script.