Rhino 3D and Grasshopper Wireframe Forms using Revolve Parametric Architecture and 3D design | DCO Graphicstudio | Skillshare

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Rhino 3D and Grasshopper Wireframe Forms using Revolve 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

      1:05

    • 2.

      Base Surface

      4:19

    • 3.

      Base Points

      3:57

    • 4.

      Base Arc

      4:26

    • 5.

      Base Form

      3:18

    • 6.

      Subdivide Form

      3:58

    • 7.

      Development Wireframe and conclusion

      11:18

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About This Class

In this Course you will learn how to create Wireframe Forms 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: This video is for those of you that are intimidated with Grasshopper and want to get started, I'm sharing with you some techniques that you can use on many other designs. So let's get started here will be creating this dome shape. We start by creating the base surface plane, then extracting some points. We can always change these around to create other types of forums that are not necessarily domes, more flared towers and things like this. At the end, we're able to subdivide it and create two options. One that's faceted, one that has smooth curves, and we'll be using two different methods. One of them being sub D multi pipe, and then also just a regular pipe at the end. These techniques are super useful, not just for domes and things like this, but for techniques that you can use and bring it into other designs that will help and increase your knowledge with Grasshopper and therefore making you unstoppable. So let's jump in to the tutorial. 2. Base Surface: Alright, so the first thing we'll do is go here instead of right now, I'll type in units and we'll be working with feet. Decimal is okay. And inside of grasshopper, we'll go to File New Document and we'll start with a brand new document. Now as you can see, we have the x y coordinate system here by default. And so what we'll do is create a point right at the origin. So what we'll do is go here to construct point. And this will give us a parametric reference point that we could use to create our script. You're always going to need a reference object or reference point where up your design is going to be located. So now we'll take this point. And what I'd like to do is route it through a empty point component, which we will input into here. The reason why is because then we can set a different point and change the location. And also notice that we have this point at the XYZ 0, which means it's going to be at the origin point. We can always change that by creating a slider and moving it in the x, y, or z direction. For now, we'll keep it here at the origin point with this point component. Now we can bring in a reference plane or a reference x, y, z coordinate system that's going to allow us to create the dome. The reference plane that I like to use is x, z plane. And this, as you can see, it creates a reference plane here at the origin. But what we need to do is plug in that point into the origin. It now it's tied to that. What it means is that when we move that point, well, this reference plane will move with it because it's down here in the logic with this plane. Now we can start by creating a surface. So when we create a surface, we'll double-click here and go to a surface component or a plane surface. As you can see, this plane is created here at the origin. So what it's asking here, on the inputs, it says plane, it says x and y. So we need to take this plane, plug that into the plane input. And what it does is it will use this reference x, z plane as a reference. And we can always change the location and everything will move accordingly. The reason for this is because the logic, that's how it functions, it kinda goes from left to right. And so the things on the right will not affect the things on the left. But the thing is that the left will affect the things on the right. So what we'll do now is create our x and y extent. Which means that we can create a surface here that will be a reference for our dome. So we'll go here two x 30. And you can either control C, Control V to create a copy of the slider. You can also slide it down, tap Alt. That's the way that I like to create a copy. We can plug this SR Y. So the Y is going to take care of the height. So we can always go to the slider, right-click and change the name. We'll call this height. We'll call this radius. Now we've created this surface that we can change the radius, mess that up. We have the height, which we can change here. And this is going to be that reference surface that I mentioned that will allow us to create that base geometry. And this is a technique that I like to use a lot for base domes and G, symmetrical structures. Because you can change things visually to affect your design. And we'll be going over those things. So for now, we have this. Now let's move on to creating the reference points to create the segment that will create the overall design. 3. Base Points: Once you have a surface like this plane surface, the cool thing is that there's a technique that I like to use called evaluates service. What it can do is create points along this surface. So we can use the master to create geometry. So we'll take this and we'll start by bringing in evaluate surface, which is this icon with the half dome and a point going through it. What it will do is create a point somewhere on the surface. And let me show you how we'll take this plane, plug it into the surface input. Now for the point, we're going to bring in an empty slider. And this is not going to work right away, but let me show you how to get it working. So we'll go to empty slider and it says 0.5.5 will go ahead and plug this in to the point input and I'll hold down shift. You don't necessarily have to do shift unless you're adding additional ones. But once you plug that in here, now you see that it says 0.5, right? So if you look at this as a graph, it goes 12345, so 0.5 and then 12345, but it's 0.5. So that means that this graph goes from 0 to one, from 0 to one, and the x and the y. And it's going to create a point right in the middle of it, which means it's going to be in the center. Now what happens? It's actually moving it by 0.50.5, which means that it's moving it by the actual dimension. If we want it to move by referencing this surface as the 0 to 10 to one, you need to go to right-click on the surface and re-parameterize. This will literally turn this surface into 0 to 10 to one, and therefore this graph will make it so it's in the center. Now we can move this around to the right, down, up, left. And so we have this way to create points. Now this is just one of the points, right? So I'll go here at the top where we'll start here at the bottom. Sometimes it snaps to a direction. So it's kinda hard to move around. So just make sure to click, bring it down bottom-right. So now with this empty slider being plugged into the point, this serve as being plugged into this component which will evaluate the surface. And now it converged it from 0 to one. Now we can take this. We have the first. Now I'll slide this down, tap Alt to make a quick copy. Now, add another input by holding down shift. The thing is that they are overlapping, so we'll make sure to move this over now. So this is the first. This will be the second. We can move this here. Just also make sure that these are plugged in an order. So this is the first down here and this will be the second and this going to be a third up here. What I'll do is I'll take this, slide it down, tap. Now we can hold down shift and add another input here. As you can see, once again, it's overlapping, so I'll zoom in and bring this over. In reality. What's happening here is we've created three points. But the one that's going to be moved the most is this one because this is really what's going to create that dome or arc. So let's do that. Now that we've created these points, let's go into creating that geometry. So we'll take, there are different ways of doing this. So let me show you those. 4. Base Arc: When we use the empty slider and the evaluate surface, we've actually extracted three points, but they are all inside of this component. And we want to use them independently. If we're going to create an arc or if we're trying to do different things. So your two ways of changing what this looks like. We could create three different evaluate surfaces. Plug one into each to get 1 output. But this is not too efficient. We still have the three points and we can plug them in individually. So that's one way to do it. It's a little bit inefficient. Like I said. Well, let's go back to this one and putting it all into one component, which means that it's evaluating it all inside of this one. But now we have here a set point output. We have three points and we actually want them separate. We don't want them all in here. So what we'll do is we'll go here to item or something called list item. This is where we're actually able to take this information from point and plug it into the list. And we're able to pick out just one of them. If I took this point and I plugged it into something called a point list. This will give me how it's organized. 012. So if I go here, well, if our index is a 0, well it's going to be this one. If I put the index of one, is going to pick the middle one. If I put index of two, it'll pick the top one. So we know that this is 012. And so when we bring in something called the list item, well, we can go down here and add 12, and we know that this is 012. Now, we can plug those into the ark component. Now, obviously, one of the things we can do so before we go into this, I do want to share one last thing. The easiest way to put this together would be using interpolated curve, which will interpolate between those, which means create a curve that goes through those. And it kinda makes up what's in-between. There's also a degree that we can change. So that's one way of creating an arc, but that's not a true arc. That's not a true circle segment. This is just a curve that interpolates between those points. We can also change this and it will change that. So this is how we'll be creating the segment at that dome. With this, That's one way to do that. There's also a NURBS curve which will take those points and rather than interpolate through them, it will use some kind of festival reference that this will create more of a smooth curve. But even if we bring it up here, it's not going to go past the extents. So those are the two ways that we can create an arc. But the reason why went in this direction is because I want to create an arc segment. When we go to an arc, we can create an arc with three points. So that's why we use this is to use the first is going to be a, the second is going to be B, and the third is going to be C. So now it's created a true arc or a segment of an arc that we can change just by moving the midpoint. And we can also create a gap, Let's say at the top and move things around like this. You can also bring the bottom one N or up. But we, the most part I think the idea is to keep this one on the ground because that's what actually sits on the ground and reads the structure. So with that being said, we've created this segment. Now, let's have fun and create the form, which is going to be pretty straightforward. 5. Base Form: What we'll do is we'll take this arc and we need to revolve it around a center line. So what we need to do is take this original point and we need to create a line segment with it. So to do that, we'll take this point. And this point is going to be the point that we move up to revolve something. We need an axis. If we just take this point that is located here, and we plug it into a mood component, which means it's going to move it up by default. Which means that if you look at the input here, it says 000 comma 0 comma ten, which means it's going to be moving up in the z-direction by ten. Why? Because 000 comma 0 comma ten is the XYZ coordinate system and it's using that as a vector to move the point once it moves it up. I mean, we can also go here to a unit C and change the height, which won't matter. So let me show you why. So we're moving this up by 15. Now, I'll go to a line component and create a line from the starting point to the ending point. And it will create this line segments that we're going to be using to rotate around. The reason why you don't need 15 is because even if you don't put 15, you're still going to have a small line segment. And that line segment is probably enough, or you don't even need the z vector is probably enough. Not probably it is enough to revolve or revolution from this axis center, right? Because this is where it's going to pivot from. Think of it as like a nail being put into a board. And then this is going to be like a line segment that we're going to be creating a radius around. That is just a rotation kind of thing. So we'll go here to this arc, I'll get into the input. And now we are able to see the form. So it's a, really, for me, honestly, it's one of my favorite techniques for creating symmetrical dome shapes because of the ease of being able to move this around and change forms like so. You can even do some flared forms like this. This is more of a form finding exercise. We can have all of these forms being taken care of with just one script and having to do, not do the work over and over again, which sometimes gets inefficient when we can create one script that takes care of those designs. So with this, now we'll be moving on to some techniques for subdividing. So what I just did here was they took everything and I'm just hiding it. But actually I undid that because they want to be able to see all the steps for now. We'll be creating the subdivision next. 6. Subdivide Form: Here is where it can get really complicated in the sense that to sub-divide a surface, there are many different techniques. In many different methods. Some of them being plugins. So if we have, if we take a look here at lunchbox, lunchbox is really, really useful. You can find that at food for Rhino and you can download the plugin, install it, reset grasshopper, and then you should have it in. The cool thing about having lunch box is going to be having all of the options to sub-divide a surface. These are already created for you. Great, because they are free and they have a lot of capabilities. But I feel like I want to start slowly by sharing with you the most basic way of subdividing a surface by default. So the way that I subdivided is using isotropic. You don't need a plug-in or anything that already comes by default with Rhino. And there are a lot of things and methods to that too. For now we'll be using it as just regular subdivision. So we'll go to the service, will go here to isotropic and bring in ISO trim, width, divide domain squared. These two always come in together because This takes care of the work, the subdividing, and this takes care of how it's, how much it's going to divide it by. So we take this surface and we plug it both into the domain and the surface input. Then the segments will be plugged in. And you'll see that automatically it's working. Why? Because when we go here and we hover over the u and the v, we see that there's numbers in there already, so we don't have to put anything in unless we want to change it to 1010, does not look like what I want. So we'll change this, will go to five. Copy this over. Now we have the subdivisions taken care of by this. Here's what happens. As your logic grows. Your script is going to have information here at the end, which means that it's towards what you're, what you want to do. And some of the stuff back here is not as important and actually contend to overlap with some of the things that you have. So if you see these dots and these things that are kind of getting in the way. But we'll take this, will also take this surface and disabled the preview. So now the reason why that was happening is we had this surface and the subdivided one on top of each other. We don't want that, although we could always come back to this surface and use it, right? Because we will, all we're doing is disabling it. The most important thing is going to be down here. And let's take a look to see if all of these parameters still work. They all work. And that's the most basic subdivision is going to be rectangular subdivisions. This, these are just surfaces, so technically there's no thickness to anything here. That's what we'll be moving on to, is taking this and rather than them having rounded off segments, we're going to do straight segments. This way. We have two ways of subdividing the surface, not just by using isotropic. Isotropic plus some additional things that we can do and I'll share with that, let's go over those things. 7. Development Wireframe and conclusion: First thing we'll do is we'll go to deconstruct be rep. What that will do is basically take all of these and explode them into or in the same way that we extracted some points in the last one, well, we need to extract some surfaces here. So what we'll do first is list item. We just picked one of all of the surfaces that we're in here, one out of 40, the index is of 0. So if we were to take the midpoint of all of these, this would be index 0. With that, now we can go into the deconstruct be rep, and this will deconstruct this into the surface edges and vertices. Now what I want to do is take these vertices and let's plug them into a pointless point list will always show you how the information is organized. And if you can't see, it, will change the size to something like 1.5. And you see here we have 0, we have one, we have two, and then we have three. So we're going to connect the dots to create that line segments gonna be 0123. And then it's going to close into a polyline, will take vertices, will go to a polyline. And we'll plug those vertices to the vertices input. And it will create a line segment from 0123. And when we go here to close, we'll go to set boolean to true. And it will actually close that down. Well, since we've done this just to this one, well, if we do it to all of them, so we'll override this. Now. We have it created for all of them. All we need to do is take this information here. So this one, you don't need it. This was just to extract one to see how we can do it to one it now we're overriding that and we're doing it to all of them. With this closed polyline. Well, we can create a planar or a boundary surface. Now we can take this disabled preview, this disabled preview. And so now we have two options. Delete this one. I'll leave this one here just to show that we use that. And for the surface output, well, what we'll do is we'll bring that into a geometry empty component. By bringing this into a geometry component. Well, we'll just bring this out here because that's option one. And we can kind of group it. So Control G to group. And then we can call this option one. Got my texts, option one. And this other geometry is going to be, it's all copy this down here, like this here. Disable the preview. It's a little bit redundant in the sense that I could use that. But sometimes if you have these geometry components, it's good to keep them consistent. So we'll go here to option two. We can disable the preview on this. But we have this option faceted like this. Or the other option, which is going to be the rounded off once. Next we'll be creating the wireframe. So we'll take either one of these two will go with option one and will be joining it using B-Raf join. The reason for this is right now 50 surfaces and those 50 services are separate. The other way to check this, It's not just the check of ring here at the output. We can middle click and bake. We can take all of those and move them over and see if we'll go to shaded mode. And we'll see that actually here. They're separate, which is fine. But what happens is if we were to turn these into pipes, then we'll have overlapping. We have two lines here, one here, one here, and they're overlapping, which means we will have redundant geometry. So the reason that's the reason why I go here to be rep join. Is because now as the output is, has one open B-Raf. And I can also check that by baking it. And now when I move it over, this is a solid dome, but it does keep the creases, but they are singular. So one per each, they're not overlapping. Now we can take this. Let's go back. Now that it's joined, we're going to be using the next component called Europe edges. Now I will disable the preview on the joint B reps and just use this and will be extracting a difference between the naked curves and the interior curves. Why? Because right now we have all of these minds are inside of this component. We need to take them out and separate the outside wants from the inside ones. So I'll go here to a curve component. Plug-in the naked ones, which are the outside once and then the interior ones, which will be nice on the inside. Now with this, I would actually start using the next component, which is called a multi pipe sub D multi pipe. So now we'll start by doing the interior lines into the curve input. And by default it's going to work. Now, the important thing is going to be to know how to use this multipath. The way that I use it, I use three different sliders, so I'll go to 1.500. I'll create three different sliders with the same value starting. And I'll plug in. The first one is going to be the node size. It's going to increase in size. We are going to adjust that. Then we're going to have the end offset, which we also want to be able to adjust. And then we have the struts size. Now we can decrease the spread size. And some of these other parameters will help us work. More of the connections will decrease some of the size here. And here we have more of that connection portion That's taken care of the inside portion. Now if we take this, we'll be using a multi pipe for this one and just a regular pipe for this one. I'll copy this slider over. That's two ways to create a structure. So you can use regular pipes or you can use something like sub D multi pipe, which will take care of the connections and actually make it look a lot nicer. We can always go back to something like this and then increase, make it more subtle or the connections. And at the end, we have this pipe, we have the inside wireframe. And if we wanted to, we can also change that option from these that are rounded to this one that is straight sections. Now the only thing is we do need to flatten the input. Because right here we see a dashed line, which means that it has information that is grafted. We won't get into that right now, but just make sure that that is flattened, which means it will take care of it and it can do both of these. So we have two options for creating domes. The technique that we went over is going to be reading the base geometry using the reference plane, a surface, and extracting points from it. Then revolving it around a center axis, which was taken care of by that small line segment down here. Then at the end, we sub-divide the surface and turn it into a wireframe design. We also have here the surfaces that cover that don't. It's not just a dome form. It could be many different forums. So we saw that we can create a flare like this, more like a toroidal design. And if we haven't gone crazy here, we can always increase our subdivisions for the U and V count. With that, we are concluding the tutorial. This is a very useful technique, not just for forums like this, but for creating parametric forms using this type of method. So thank you very much for being here. I really appreciate you coming by. Let me know if you have any questions and if you enjoy it, it also let me know. I'd love to do more tutorials like this re-share techniques so you can get closer to becoming more proficient with your parametric designs and you can use them in your future designs for your clients and things like that. So thank you very much once again, and I hope to see you next time.