Transcripts
1. Intro: In this video,
we'll be going over various techniques
for creating domes. We'll start with
our base geometries and creating that base form. Then we get into subdivisions, reading the structure, and
then further development. And then I go over
one last technique that is really useful. So I'll go over all of
the steps here in detail. Thank you very much
for being here.
2. Base Form: We'll start here inside
of rhino type in units. And let's go here under
feet, feet and inches. Those are the units
that we'll be using, but you can use
any units as long as you know how big you
want your design to be. So as long as you know that, Let's move on to the circle. We'll click on circle and
start at the 0 Enter. Because as soon as
you create a circle, it's going to ask
you where to place it in when you go to 0 Enter, it actually plays a sit
right at the origin point. Now, here at the top, we have a few options. We have radius, orientation,
circumference, area. We're going to change it
from radius to diameter. This way we can create
a 50-foot diameter. So I'll go 50 feet. And it will create that
circle at the origin point. Now, with this,
we can move on to creating the segment that
creates the dome shape. To do that, we need
to create a warrant. There's different
ways we can do that. The way the strategy
and technique I like to use is
creating a surface that we can draw our section on and then use that the act, the center line as our revolution
or a revolving access. We'll go here to a new layer. Go from, I'll create a polyline. The center will have
my center snap-on. Then I'll go to my quadrant
and I'll hit Enter. Next. We'll take this line segment
and I'll extrude this up. So I'll say extrude
curve and we'll move this up by many feet. Then what we're gonna
do is go here to, let's say layer one. And I'm just creating it
using different layers. This way we can keep things
organized and we can hide things and show things depending on what portion of
the design we're in. Now we'll go to layer one, which is going to be in red. And we'll place our
construction plane here so we can
create that segment. At the moment. We have it here at
the origin x, y. And so we want to change that, but we can't
technically really see what's going on unless
we go to shaded mode. Now you can see
the surface here. Of course. So now let's
go here to see plain. And then we'll go here
to S for surface. Then we'll select that
surface and go here to the bottom left and
then hit Enter. And so we've moved the
construction plane, which is the way that
we draw in 3D space. We need a reference to draw on. What we're gonna do now
is use this surface and this reference plane
to create that segment. The cleanest way to create a dome is going to
be using an arc. And there are different
ways we can do an arc. We can do from start
point, from center point. Either way, whichever
way you want to use it, just make sure your
construction plane is aligned with where
you want to dry it. So we'll go here to start point, top of arc, going to be here. Now, we can now pick the slope. We can go like toroidal
field kind of thing. Or we can go more
like a pointed dome. But if we want it to
be more of a smooth, almost perfect dome, then
we can pick direction. And I can go this way,
holding down Shift, I can snap to my ortho this way. Now when you click, we've
created this curved section. Now what I'll do is
I want to extract this edge this way I
can revolve around it. So let's go here to a
command called dou E. Duplicate edge will be
able to pick the center. I'll hit Enter. Now we can take this
surface and I'm going to hide the layer six, which is the surface. I'll change the name
of that and then I'll call this base geometry. This is going to be section. So with this, now that
we've created that section, and obviously we can draw any other section like we
don't have to do an arc. We can use. Here under NURBS curve, there are different ways
that we can create a curve. This one will just give
us a smooth curves. So now what we'll do
is type in Revolve. And it's going to ask, what are the curves that we
want to revolve? So it's going to be this
section and I'll hit Enter. Start up revolve axis. We'll, we'll go from
down here to up here. And there's also going to
be record history option, which means that if you click
on this record history, then we would be able to change the Line Segment to
update our design. For now, I won't keep
that record history, but just keep that in mind. And now hit Enter. Then how much angle? A much out of 360 do
you want to create? So I'll just go to 360, which is the default. And you'll see that when
we have these brackets, we have the default command
that it's going to do. So when I hit Enter,
it will do 360. Now we've created the base
geometry for the dome. We need to do now is bring the construction plane
back to the ground. And from there we can
further subdivide this dome. So we'll go here to see plain W per world and then
T for top end. At this point, we can go back to our wireframe or
even ghosted mode. And this way we can
see the things here. Now we can move on to
creating our subdivisions, which is going to
give our dome design a specific shape, a
specific pattern. And so that's, there are
different techniques, but we'll be going over
the one that I use that is really efficient for really creating any
kind of design.
3. Points and Subdivision: At this point now we can
create the subdivisions. So we'll go here to layer two
and call this points one. This way we can create the point subdivision that we're going to be creating here. We'll go here to divide. It's going to ask which
curve do you want to divide? So we'll start with this curve, which is going to be the
segment that we use to create our dome. I'll hit Enter. Going to ask by how much
we'll go here to six enter. So basically took this
curve and subdivided it into 123456 even segments. Now we need to basically take these and we need to rotate them around. So right-click on this point. But a Select Objects
deselect the top. Now we're going to copy these, but we're going to rotate
them around at the same time. So we'll go to polar Array. Polar, which means
relative to a center axis. So we'll go here to
the center point. Now it's going to
ask us by how many. So if we did six this way, which would be six this way, it's six times Spore. We'll go here to
number of items. 2460. Yes. And it gives us a
preview of our subdivisions or that those segments are those points rotated
all the way around. That many times, we
can change that to 30 if we see that the
density is not enough. But we do want to keep it fairly uniform down here where our subdivision is
straightforward. And of course, as
it gets to the top, it's going to taper
down to the inside. The reason why I
didn't choose all of the points is because since
this is the center point, if I were to revolve
this around 24 times, there would be 24 redundant
points here at the top. Now I can hit Enter. And now it's
basically subdivided. And now we have the points here. One thing I like to do just to double-check
that it may be I don't have any redundant
or extra things. I'd like to type in, select the cell d p. And that way you can select
things that are redundant, like if you add
points overlapping, you can do that, but it
says that they actually didn't find any
overlapping geometry. So that's good. Let's go over a few techniques that I can do just with this
type of subdivision. But I also want to show you another technique that
can create triangulation. So this is as much as
we need to subdivide. Now from here, there are
a few other techniques. One of the things I'd
like to do is let's keep our geometry here fairly clean. To keep our steps. We don't lose our work. We'll select this, either do a copy and we'll copy
it from here to here. Or what I like to do is use the gumball access that
you want to move it in, hold down Alt, and
then pull and drag. And you'll see that plus sign, which means that you,
you're creating a copy. Now that I've created this copy, I can select this
Type and isolate. This way. We're just working on an
iteration of the design. We can always go back
to the original, copy it over and do a
different iteration. Now with this one, Let's, let me show you how simple
it can be to subdivide this. We're going to first
go to a new layer. So we'll go to layer three. Now, we can start connecting it. Now, the most
straightforward way we can connect this would
be with squares, but that's not as structurally sound as
using triangulation. So if we go here to black, will go to layer three
is going to be black. And then we'll go
here to layer three, change it to line one. And we'll start here
with a polyline. Now this is the important
thing we need to turn off everything, including. Smart Track and only leave the endpoints or not
endpoints, only the points. Why we want to be able to snap to those points
and nothing else. This way we can ensure that everything is super
clean and watertight. That's one of the issues that
comes up is when you have, let's say endpoint, point, intersect and perpendicular
or those kind of things. And then you have your wanting to create
something perfect. It will try to order and
you have Smart Tracker on. Sometimes you will
be just off by tiny bit and that's enough to
mess up the entire process. So just keep in mind that accuracy Here is
really important. So when we do that is we'll go here to point objects snap, and we'll work our way around. Now I do like to start at one
of the coordinates, right? Like if this is the x and y. Well, let's start here
and work our way around. I'll start with this one. Will go up, down and work
our way around like this. Also, depending on
the subdivisions, if you use an even number, you will be able to close it. If you use an odd number. Let's say if ODEs 25 than, that does cause an issue here
towards the end because it doesn't close it down perfect,
if that makes any sense. So now with this one, we can
continue on doing the rest. Now we don't have to
do them all like this. But I do like to at
least do the bottom one. And then we can move
on to doing this. We're skipping one center. If you have too
many subdivisions. But here's the other thing I'll say about the subdivisions. If we go here at
the end, we'll do C Enter and it'll close. The other thing is if you have
way too many subdivisions, it will get tricky to
keep track of this. Sometimes it is good to just do one segment and then you can
array it all the way around. I just sometimes
like this method, like I mentioned earlier, it does show has a bit
of a different process, but I feel like it
looks really good. So here we'll go from there to the mid-point and
all the way around. And honestly, we don't even need to go to those midpoints. We can just go here straight. What do I mean by we can
just do one segment. This is what I mean. You can
just do these segments here. Now what happens is
when we do that, then we will have
replaced with this one. We don't have any
redundant lines. This will, because when
we rotated around, this one will overlap
with that one. So I guess n, in terms of keeping
things clean, sometimes it is good
to do the work here. And let's work away
around the design here. You can skip to see kinda what
it looks like at the end. But I do want to show
this process here. C to close. And then
we'll do this again. C to close. Here at the end. This is going to be
the one that eight. Where are we? This one, and we just
do the endpoints. And the other thing I wanted to mention is we can actually hear break the
geometry a little bit. We can skip struts here because when we get
to a tighter portion here, we don't need as many strengths, so you can have a little
bit more freedom. But down here it's going to
be what it's going to be. The other trick is going
to be started here, midpoint, and then here,
and then we'll skip. One we don't want
is redundant lines. Now with this, we
can hide or points. Now we can go to endpoints
and work away around here. C Enter to close. That goes over the technique
for creating those segments. This bottom one is
where we created it. Let's do this. With triangulation. We're able to distribute the forces all the way
down a lot more evenly. We're also able to create
more rigidity with triangles. So that's going to make
it a lot more sturdy. And this is a technique
that you can use, not just with domes, but with any other shape. As long as you're able to
subdivide it at one top point. At the bottom point, you should be able to triangulate
using that method. Technically, this came
from a rectangular grid. So you can see from
a rectangular grid, we are still also able to
create some triangulation. I'll type in, show and see that we have
here our initial steps. Then I'll take all of this, hold down Alt, copy
it over to the side. I'll do Z S, enter to
zoom to the selection. And then I'll type in isolate. We can now focus on this
part of the design. So with these struts, we can further develop this designed in that
we'll be doing next.
4. Wireframe and Surfaces: Now that we have
our geometry here, notice that when you select it, It's going to be a polyline
that was from our, from how we created it. But what we want to do is just select this and type in explode. It's going to sub-divide it. It's going to exploded and turn them into
individual segments. Now, when you select it, you'll see here it
says a 192 curves were added to the selection. And that's how many
stress you have. Let's say if you wanted
to develop this, That's how many strengths
you would have. And then you can see, you can also do a cost
estimation that way. So now we'll be moving into
this in too a 3D form. They'll go here to layer four. Go from line one. And we'll
call this structure one. I'll select all of
these and type in pipe. Now it's going to
ask for the radius. This has one, but we
don't want one foot, we want the radius to
be about one inch. Then it does the command. Here's the thing. Just keep in mind that before
you do the command, you do want the caps
to be round and then thickness now surface
now Hyper radius one. Then hit Enter. And
then that should then develop that into
what we're looking at. So with this, we'll go to change this retro
color from green. We'll go here to black. And then we'll go here
to a arctic mode. You can kinda see the
development of that dome. The next thing we'll be doing is from this geometry
and from those, from those pipes will
be creating a surface. And between all of this, this way we can make that pattern and we can
play around with it. But the most important
thing is to be able to, or a structure like this.
And so let's go over that. Let's first go here
into shaded mode. Let's hide this rupture.
Go hide that layer. Let's hide. Now, we got
this, this is good. Now we want to start, like I mentioned earlier, from one portion here and work our way up to create one
of the cover sections. We'll go here to layer five. I'll call this cover. I don't change the color so we can see it to
something different. We'll just go with turquoise on this one. We'll hit. Okay. Now let's work our
way up to the top. I like using this technique
because it takes away all the errors that you
can introduce as a human. So we'll go here to loft, and we'll just be clicking
on this one and this one. These two segments now do
and try to keep in mind that you want to select
the curves and the, on the simpler side, right? So if I select
click here and here and I hit enter,
it creates that. But if I do loft between this and then I select this edge here on this
side, I'll hit Enter. It actually flips it over. So you want to pick
the similar side that organizes the
curves accordingly. So let's do that. Let's put a wall will go from
this one to this one. Enter. And we'll go from
this one to this one. And we'll skip one and you'll
see why I skipped one. Loft. Lek, select, Enter,
Enter, and as long as he, if you've done the
same same command, it's going to remember. So we'll select that
one, that one, enter, enter, and then do
the same thing here. Now, let's hide the line work and let's just connect
these two will go to loft between this and this law, between this and this block
between this and this loft, between this and this. When we have most of
the work down here, it does go a lot quicker because most of the geometry has already been taken care of. It's just connecting the dots. So with this, we have
basically created one segment that represents the covering up the entire dome. Now keep in mind that this only applies with domes and geometries that are
perfectly symmetrical. Otherwise, you'll have a lot of issues and you
do have to do some of those things by hand or using other tools like grasshopper,
which I do teach. But with that being said, let's take these cover and we'll go right-click
select objects. We can either join it, but this is what I like to do. I'm going to turn
this into a block. So I'll type in block. I will hide the structure and bring back the
linework because I want the center to be
the exact location where all those
curves intersect. And we'll call this
cover cover 01. Let's say we're going
to have more iteration. So 01 would be our
first iteration. Now with this that we've
created that block. Now let's do polar array. Now we can do polar
array, do 12345, or I can take this rotate OP. Yes. Just make sure that I
have those endpoints on so we can go from here and
work our way around. This is where there could
be some mistakes introduce. That's why I always try to
snap to maybe not even lines. It would be even better to
use some of these points. Now let's bring back our
structure that takes care of it. Now, let me bring
back everything else. I'll type in show or an isolate and show so we
can bring everything back. We have our work kinda
taken care of here. This starting with
our base geometry, moving on to our subdivisions, then turning it into 3D. And then here I'll hold
down Alt and I'll pull on the X axis on the gumball. Now I'll type in isolate again. Select this. Zoom selected. Now we'll take this
and hide it again. Let's go here to
surface all of this. Now we can move
on to, let's say, creating a pattern on
this type of dome.
5. Frame Surface: At this point what we
can do is select this. And the cool thing is that since we have,
I'll type in show, since we still have the
work taken care of here. I don't mind messing this up. The only thing
that I am a little bit careful with is that
since this is our block, and if I change this segment, the segment on this
one, we'll change. So I almost want to, let's go here and
type in like this. Isolate. And then lock this, select everything except
for one of the segments, and delete everything else. Had overlapping one. Now let's go here to plot. Actually want to take
this and we'll take, oh, we're missing a struct here. So that's another thing. We can go back to our
previous work here. And I see that there's a line segment here that's
missing on all of them. But I'll go back
and fix that. Now. My apologies. I did go a little bit
quick on that part, so I missed portion, but we'll be here. Enter now will explode this. Select our structure I'd
been pipe, and then enter. Now, let's go back to
what we were doing. Because what we're doing here is we're taking
this block instance. We want to exploded again. And you'll see why is because we want to
keep that block that we just had and we want to
recreate another block. Hide this, bring
back the line work. And this is, sorry for the little bit of a
confusion on this one. We'll just create another block. So I'll go to block, set
the base point here. We'll call this cover euro to your one was our first
one. We'll hit Okay. And we'll array this,
will rotate this around. So we'll go to rotate. Sometimes you can
copy a bunch and then do hope I don't have any
redundant ones now. Okay, now that we've done this, we can now select
this double-click. Now we're going to do
a pattern in here, different ways of
creating a pattern. But what I want to do for
this one is create a frame. To do this, we'll go to
Duplicate base border, which will allow me to
copy the border of this. I'll hit Enter and then do offset six inches to the inside. Then take this and
trim the inside. Creating kind of like this
inner frame on the inside. So we'll do that all to
all of these at once. So we'll do duplicate face border and we'll
select all of these. Now we'll do offset. Here's the thing. We can't offset to one, so we do have to
do one at a time. Select the curve, hit Enter, and it'll do the same
commanded lasted, and then select the
curve to the inside. If you select the outside one, it won't, it will be easier. Then select the offsets. We're going to trim the inside. Then you can delete the curves if you don't want them anymore. So one way to do
that in warrant, so when we're inside of a block, the gray stuff means that you can't really select anything. You're only able to
select some of this. I like to use some of the
selection filters down here. De-select surfaces. This way it only
select the line work. Now we can just delete
that hit. Okay? And it will basically do that to the entire rest
of the dome. Now. So at this point, now that we've done
it to all of those, if that looks good, we can actually join it together and then offset it to give it a little
bit of a thickness. The other thing we can do
is go inside of the block. Now let's create the glass. This is going to be a frame. The this pipe is going to
be part of the structure and this is going
to be kind of like the glass I'm portion
on the inside. We'll go to glass. Let's change our color. We'll
go here to blue. And let's work our way around. So let's do the same
thing that we did to create these triangles
will go to loft. And we can do planar
surface or planar surface. Well, it won't let me
select those curves. So I'll go back to the way
that I like creating it, which is using Loft. And we'll use here. It's not letting me select here. This one will go to the
inside of this one. Duplicate edge. It's not letting me
duplicate the edges here. So let's actually go back. This one. Oh, the reason why I'm
not able to select it, It's because I have
surfaces undone. So That's one of the things
that can cause issues to see if you have any
of these unselected. It does. Sometimes I get
a little bit confused, so we'll go back to that. And we'll do loft
between these two. Or you can do planar surface, but we need to create
it using lease. And we'll go to
change object layer. So depending on what
technique you like to use, best planar surface between these three curves or loft
between this and this. So whichever one you choose, make sure that you're
consistent through all of them. So I'll just do laughed. Then. Now working
our way up here. Now we'll hit Okay. And then let's bring
back the structure here. I add the line work. And let's actually
hide this structure. I want to do one last thing. We'll select the cover here. We'll select all of these. And we'll type in explode block. So now all of these are their own individual ones
that we can select here. So we'll go to cover
select objects joined off that surface. It will show you here with the arrows which direction
it's going to offset it. I will flip it to
the other direction. So I'll go to F, enter to clip. Now let's give it a value. So I'll say 0.5 inches. Make sure that it says
sharp solid is fine. You can have it round and then open but that
won't give you. So just make sure you
have solid on yes. Then we hit Enter. It will calculate and
do the offset for that. Now what we need to do is select the blue one class,
select objects. We'll do offset surface. Both sides here
where it says yes. And then we'll do 0.125 inches just to give it a little bit of
thickness for the glass. Now we can bring
back the structure here and let's take a look here. So if we change
some of the colors here, That's looking good. Let's go now here into
rendered mode or even Arctic. And that's looking at
the only thing too. So we can see through
the glass is we'll go here to glass material, will change it from
a default material here to glass material. And that's all you need to
basically be able to see through inside of Arctic mode. But I will be applying
some materials, doing some exhibits and showing you what this looks like at the end, when
you do a render. Let's go back to shaded
mode, type in show. And let's bring these back
and type in an isolate. And that is going to be
the way to develop a down. Here at the end I will go over one more technique to
create subdivisions. But at the end, when we develop it fully, it will, it will end up being the same steps that
it took for this one.
6. Final option and Conclusion: What I'll be doing is
taking this original one, hold down Alt, copy
it to the side, then type in isolate. Then here, let's hide the dome. And that's section. We can now develop this in
a different way. To, let's say, create hexagon. This, this one's a little bit, a little bit tricky, is
when you want to create, let's say, a hexagon
or any other shape. You just want to visualize how to create it on the grid first. And then this is
subdivided evenly. It will all come
together at the end. So we'll go to a new line one. Now I'll go here to polyline. Go from here, will
turn on points here, here, and go here. And then C Enter to close. Basically two up, two down. And you can either
do it this way. And all it comes down to
is more like patterns, frequencies and, um,
things that you, you over and over again. And those sometimes
will come out with some really interesting
patterns more than anything by just following
a specific process. Like keeping it here
a little bit quiet. Why? Because I want to show
you sometimes concentrating here on how some of these
things are developed. You can extract so many
different patterns just from a simple grid. And this is just one of
the ways of doing it. We can, there are literally so many different techniques to
grow, to create patterns. So at the end of the day, that creating a pattern on
a surface then does not become as important
as the function and the design of the
overall structure, right? If we are to create
this design here. So let's finish this up. And I'll explain
in 1 second here. What happens is the
dome, technically, the dome that we created, can be subdivided in so many different ways,
shapes and patterns. That what happens
is that it ends up being more as an
aesthetic at the end. What matters the most is, what's the function of the dome? What is it going to be useful? Are the spaces inside usable? Is it creating a
good atmosphere? And then at the end, the
pattern that you choose? Yes, it is important. I'm not saying that it's not, but it is not as
critical functionality. And sometimes by creating something that
looks really nice, it may actually not
be functioning as well because you're forcing
one into the other. So with that being said, this is a another method to
create those subdivisions. And I feel actually this
is pretty cool and design, if it was a little bit tighter, I think it would actually end up looking
really interesting. So I'll type in show. And actually on this one I
want to do one last thing. I will go into why I
like using grasshopper. One thing I want to share is
if you want to develop this, will just hide that and make sure that we only
have one line segment, so we'll go to explode. Then cell duplicates. There's nothing that's
duplicated which has good. So delete this original curve. Then this one. Let's
close this off. When we use Grasshopper were
able to save some time and see some things that we've
maybe would not be able to see the same way inside
just with Rhino. And it seems intimidating, but it's actually not that intimidating if we just
go to grasshopper. Open it up. We need to do is first bring those
lines into grasshopper. So I'll go here to curve. When we bring in
this component will, these lines we're now going
to bring into grasshopper. So I'll select this
set multiple curves. Now that we went to select it, if it turns green,
then it's working. Make sure you have this on and display. All of these are on. Now, I'll go to multi pipe, which seems scary because it has all these different inputs. But I'm going to
show you only three different inputs that
you need to use. We'll take these lines, but going to the curves. And by automatically they
work in the cool thing is that the interactions
are perfect. The one thing that we
need to make sure to change is if we want to
change the size of it, well, we need to
change the input. So I'll go here to 1.50. And that will give me
a, basically a slider which is a set of numbers
that we can move. And we'll use this
for our strut size. But it doesn't the connections. This is where you want to copy this up by tapping
Alt or Control C, Control V, and just
copy that twice more, one into the node size
and 12 the end offset. Now by decreasing those were able to play with the connection's a little bit more. With that last technique, we did get a little bit into the parametric portion of it. But the benefits are
truly outweigh some of the intimidation factor that
grasshopper has with this. Now we can take
this and you won't be able to select it here too. We'll create a new layer
called structure to use that. Then we'll select
this right-click and then click on bake. This will then ask
you which layer, which structured to is
the one that we want, and then it will
actually create it. Now, we can save this. Look on, don't draw any privy
geometry, but remember, when you want to see it again, you need to click
on the red one so you can see the
grasshopper work. With that being said, this
is what that looks like. And it's a different pattern,
different subdivision, using a different method for creating the structure
and the connections here. So thank you very
much for being here. Hopefully, you
found that useful. And I appreciate you coming by. Hopefully I'll see
you next time.