Transcripts
1. Intro: Hi and welcome to DCO. My name is David capacity, and in this video we'll be
going over how to create this base architectural
building that has openings, it has doors and it has windows. So a lot of techniques
that I'll be going over here can be useful
for many other designs. And if you're new to
grasshopper and having already but wanted to try
something more typical. This is something that
you can learn a lot from. So thank you very
much for being here. And let's jump right in. 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. Outside Walls: The first thing we'll do is
bring in a base rectangle, and that's going to
be our base geometry. So I have here my file, the units are going
to be in feet. And then here I have
a brand new file. So I'll go here and
bring in a rectangle. And I'll use this, create
a rectangle on a plane. Now we can always change the
platelet plane location, but it's always going
to give it to us here. And the x, y, we can change
that location by going to construct point and then
plugging that into a point. And we can always
change the location now of where we
want this design. This is one of the
things I like to do to make sure I can. It's a little bit more dynamic
and I can always change the data points here and
change the location. So with that being said, if you're new to this
channel, one of the things, if you don't see that
the script the same way, one of the things you'll
notice is that I have display, draw icons dropped NC wires, and draw full names. On. This way you can kinda see all the inputs and
all the icons. So now let's go
here to a slider, and I'll just go to 20. And I'll create two
of those this way, have the ability to
change the dimensions of the design. Using these two. We can always change
the name here. So I'll right-click, change
the number slider name to x, and then y. We can always change it later. Now with this, with
this rectangle, what we'll do is we'll take
this and we'll offset it. So I'll go here to offset curve. Now plug in the rectangle
into the curve. And as you can see, it offsets, but it offsets to the outside. So what we need
to do is bring in a negative component and plug in a slider for the
distance. So I'll go 1.50. So that's a foot and a half and it's
offsetting to the inside. Now what happens is technically walls or dimension in lumbar, which is mentioned in
inches, not in feet. So for this to be, let's say eight inch wall, I can't just go to eight because that would
be eight feet. And I can't go 0.8 because
that's gonna be too small. What we need to do is convert it from inches or
from feet to inches. But what I do is
I'll go here too. Divide by 12, turning this into 0.139167. This is going to be 3.5. So that's going
to be 0.291 feet. That's negative. So that's the way that
I sometimes change the slider from feet to inches. And you can do the same thing. If you want to go
from, let's say, millimeters to
centimeters like that. So with this one, we'll change
this to inches or wall. That the thing is we can also have, let's say the ability
for it to be 0.5, which would be the
wall depth in feet. So we can have two
of the options. If we don't wanna
do it this way, you can do it this way. And it would also just
thinking right now, it would also be cool to
create a calculator like that. Just one that says inputted
inches and input in feet. And then just have that
news that interchange, have that ability to
interchange it for anything. I think that'd be kinda cool. With that being said, we'll
move on to the next thing, which will be to create a
surface between these two. So to do that, we'll go
to boundary surfaces. But actually one of the things that will
make it a lot easier, it's going to be using
Region difference, which is a cool
technique to use. Rather than use creating
a boundary surface. You could give the outer
boundary curves a. And then you take the offset
which is going to be curves be it now it's going to create, is going to subtract the inside
one from the outside one. Basically Boolean
difference. But in 2D, now we can bring in
a boundary surface, which will give us that result. The reason for that
is because when we do other region unions and
other things like that, we're probably
going to use this, which will work better. With that being said, we're now going to
move on to pick two of these lines here to move them and create two rooms inside, or divide this into
three separate rooms. So create two different walls. Alright, so now that we have
this will take the inside. Actually now we'll take
the original rectangle. What we'll do is we'll.
3. Interior Walls Extrusion: Deconstruct it by exploding it. It's not deconstruct be rep, because we're talking
about a rectangle. So I'll plug that
into the curve. And we have our segments here. So we have four
separate segments. We want to pick opposite curves. This way we can do,
let's say actually no, we want to pick just one. We have four of these. We want to pick one. And actually just
thinking out loud, we actually wanted
to do the inside one because we want to pick one of these lines and
move it in that way. We don't have to account for
the thickness of the wall. So that will take this line, one of these line segments. Here I'll go to list item and plug in the
segments into the list. And by default, the index of 0 is going
to give us this one. And we can change
that by bringing in a slider, let's say three. And so that's what
list item does. It will pick an item. So we have four segments, and it'll pick one of those
four segments by letting you use a slider and
sort through them. Now that we have, and
let's say this This wall. We can take that wall
and we can move it this way and create that gap first. So we'll go here to move. We'll take this line and
move it in which direction? Well, it's going to
be in the positive x. So we'll take this and
we're going to bring in a component unit x, plug that into the motion, and then bringing a
slider to move that over. So we'll go to 15. Next thing we'll do is
we'll take this line and we will extrude it
in the x-direction. So extrude the unit x. By how much? Well, depending on
whether you want to use the exact same wall thickness as the outside is going
to be negative here. Then we can use
this output again. But if you don't wanna do that, then we can take
this, copy it over. Now we can have this as the wild duck going to go
here into the extrusion. This is going to be room size. This is going to be while number. Not really sure what
to call this one is. What we're doing is
we're moving that over. So I'm just picking three. And technically three is the one that I
always want to pick unless the reason why is
because we're using x. So it's moving this line in the x-direction and it's
always going to do that. So if we rotate it or
change anything around, it's always going to do
it in the x-direction. This reason I feel like three, the one that you
want to maintain. So if that's one of the things
you do want to maintain, don't want to have a slider because you can
move that around. We'll go here to
index set integer, and I'll go to three. This way. It always picks this
curve no matter what. Okay? Now what we need to do
is pick two opposite lines, these two opposite lines, and pick the center point. Or you can just pick
one of those lines. What I'll do is
I'll select this, make a copy down here, or I'll just bring
in a new list item. Because that one has set
the three as the index. This one, we want to
pick a different one. And let's say that one index of 0 is
going to be this one. And we'll bring
in an x, z plane. And we'll plug that into
the mid point of this one. So we'll get the
midpoint of that line. Then create an x-y plane. And it'd be a YZ plane. Now we can take this and we can bring in the
mirror component, which we can use the plane as the input and then
take this extrusion as the geometry that
we want to mirror. So we can take this
now, this around. Now we can move this
to the room size. It's going to be here, and the overall It's going to be here. Now what I'm seeing here
is that I am going to want to create a door
along this wall. And rather than
having to, let's say, do a subtraction on the wall on both of these
walls at the same time. I'd rather do it to one
and then mirror it. So I see that there's going
to be a few things that I'm going to want to do before I
mirror it, but that's okay. First thing I'll do is
extrude this outside one. So we'll go here to extrude. And we're just working
with basic forms here. We can always go into
high detail in modelling, not necessarily all parametric. Now, I'll start with taking
this and extruding it. So it extrude in
which direction? Unit Z. So up positive. Then I'll go here to 12. Now that we have that same
thing to the inside walls, will only do it to one of them. End, like I explained earlier, is because now if
we do it to one, we know that we can copy it to the other side. With this.
4. Doors: Fine that we use to
create that wall. One of the things we can do is pick a point along
that that line. So one of the things we
can do is go to evaluate for and we'll pick
that geometry, that curve, the parameter we use Construct point to create
a point along this. And in the x, we can plug in by how much it's going
to move that point. So we'll go here to 1.500 and then ten. So it only moves it by a
foot and a half this way. And what happens is, once again, this is in feet. And technically the wall
where the door starts, that's going to be
measured in inches unless you say like six inches, which would be 0.5 and feet. So for me, it sometimes makes
it easier to converted, but I do know that not
everyone uses inches. So I'm just letting
you know in advance. But here I'll just say
four inches space. Well, typically you want to at least four inches
from the wall that we can fit like at least two studs there before
you create a door frame. So just keep that in mind. But with that point, right, we can then move it
in which direction? Well, here we go, negative y. Then we can move it up. So let's go here to move this
point in the y-direction. But it's going to be negative because it's going in
the opposite direction. And now we're going
to plug that into the motion and then
use the value. So here we can use
4, so forefoot door. And between those two
points, we create a line. So let's go here to
a line component. But this one is line between two points between
the start point, which is this one,
than the end point, which is going to be this one. Now we're going to
extrude this up. And the cool thing is
now let's say, Oh, we want this to be We're five
foot two pair 30-inch doors or this to be more if you want it
to be more of a gap there, we could do that. So with that being said, let's take this and
now extrude it to the height of the door head. Your head is the
height of the doors. And typically either at 68 for
the typical standard ones, but more modern are gonna
be like eight feet. So we'll go here to unit Z
and then slider of eight. Now with this, we can extrude this surface in the x-direction. So we'll go here to
extrude the x direction. By how much? Well,
the same as the wall. That's going to be. The only thing is that if you
want this to be centered, you take a different approach. And we can even do it mathematically if we wanted
to create an option. And I can show you
that because for me, that's one of the
cool things about Grasshopper is being able to use mathematics to have some fun and play
some tricks with it. So with that, let me show you. Let's say we have the
overall length of this. So we know that if I bring in a length component than I can figure out how
far this Wallace. Well, if I want this
point in the center, well, it's the length
divided by two. That's why how much we
would move this point. So let's move this point
in which direction? Negative y. So we can copy this. Now it's at the center. Now we can use that point as
my spring point for my door. You see that now that this
point are both the same. This is the option of
creating it at the center. But you're going to
see that since this was created from this
point over to the right, there's an additional
step that we need to do. And I'll plug this in.
Boom, it's in the center, but it's off to the right. So then we need to
account for that. Right. Whatever the door is, three divided by two is
how much you move it by. And hopefully you are
able to visualize that. If not, that's okay. Give it a shot. Let's go here to let's
say the door is six. Right? So if the door is six, then we need to move it
three feet this way. I'm moving it. Now. We're going
to go which way? Negative or positive. That's why it kind
of mess us up. Positive y by half. So divide by two and it's gonna give us a component
with two at the bottom. Now, that's going to be
the point that we use to insert it in that center set. So to recap, because I kinda messed it
up there a little bit. It's because it's
moving it backwards again and we actually
need to move it positive. With that being said, what
we did is we took this line, we got the mid point. And since the door was
created off to the right, then we move this point
back over this way, half of the size of the door. And that is what we
do if we want to go in this direction. If we want to pick
the exact center of it, that's the way to do it. The other way, it's
going to be this way. Here's the thing we can
add, the option for both. Have this one here, enabled, disabled, and
then here at this one. So if you want to enable it, right-click enable
and then add that in. So that's another trick. Now we have the size
here and they're going to be a few other
things that are added here. But now you have the option
for that. If you need it. With that, we can take
then the overall wall and subtract that door. So we'll go here to difference, solid difference of a and then B are at p is
going to be the extrusion. And I'll disable the
preview on both of these. We have this extrusion. Now we can use this
mirror component with the plane that's created exactly at
that center curve. We can plug that into
this one of our geometry, into the plane or
into the geometry. And then using that plane, we can copy that. This way. We can move around
the room size here. Next thing we'll do
is create an opening. So there's going to
be two openings, one on this side,
one on this side. And then we're going to
do another door here. And that will conclude that base geometry for
a building that has two separate rooms,
one middle room, and then here it's
just going to have an overall room with an opening
on the front or the back.
5. Window: For this portion, we need to
go back to our base curves. And we can use that
same curve that we use for creating our wall. We could pick the midpoint of that and use the same
technique that we used before. But this one is going to be
starting from the center. We'll take this one and
we'll bring the midpoint. So we'll go here to
midpoint, curve middle. And I'll plug in
this one up here, down into the curve. Then I'll go and
create a rectangle. I'll use this midpoint
here into the plane. But actually, rather
than using a midpoint, we're going to just take
this point and we're going to move it both in the, in the positive and negative y. So we'll move this point
in the y direction, both positive and negative. I'm adding another input
and holding down Shift. Now I can create a polyline
here on the vertices. Here. Now we can pick a
size of the window. So if I want it to be a
six-foot, so I'll do 6. And I'll actually divide
that by two because it's going to do six feet this
way and six feet this way, and that would actually be 12. We want it to do 33, giving us the overall size
that we are looking for. And at times too. So it's actually divide by two. Next is we'll take this
line and we will move it up to the head height. This is going to be a
little bit different than the door because we want to move this up to the same
location as the door had. And it's not necessary
because sometimes you will have a window heads that
are different locations, but that we already have that. So we can always change
that we want to. So it's an eight here. So that's how big
the opening is. We can see that here. And so we can use that Z vector to move the window
up to that location. Now we're actually going
to extrude it down to the size direction z negative. And this is something
similar that I would do 3D modeling, right? We will take, let's say the
location of the window, bring it up to the
head height and then extruded down the size. Lastly, extrude this
in which direction, negative x, unit x. And I'll plug that
into the negative and here into the direction. Now by how much? Well, we know it's the
same amount as the wall. So technically, we don't have to pick one because we
already have that here. It will go to this
value here into the x. Actually not that one. We're going to be this one. Now we can plug in the overall disabled to
prevent everything. And I can use the
same mirror plane to mirror it to the other
side and then we'll subtract it from the
overall size here. So let's what we need to do is take
this will make a copy. It's light it down Alt, and you can make a
copy or control C, control V. Now we'll plug in
the geometry into the same, that input, since it
has the same plane, was going to take what's
on this side to that side. Now, we can use this and this. So we'll plug those
into one input. This way we keep things
a little bit more organized and we
only need one input, two to plug into
the subtraction. Now we'll take the over, the overall shape is
going to be here. And sometimes when they
kinda get into flow. Designing, I don't
label them right away. So I will go through
and relabel this, at least to kinda clean it up to see what are the
inputs and outputs. And when they posted
to the website, I'll make sure to have that. So here let's go to, well, I'm going to go into, here's another trick you
can double-click here. It gives you a relay so you can bring the relay over here. Now we can subtract, knowing that that's the input. So we'll go here to
difference, subtraction. Solid difference. That's what it is. Now we'll plug that be
reps a and then B reps B. And now we'll disable the
preview on those windows. Although it's cool to keep those because those will be the base forms
for the window. So we can even use that
to work hard design. Other than that, we do want
to disable the preview on this because that will
overlap with everything. We don't want that.
So we have this, we have our B reps disabled the preview on those because they look like
they're overlapping. And lastly, we'll bring in those walls and bring them
together using union. This one holding down Shift. If you want it to be
a little bit cleaner, sometimes beer app or geometry, whatever kind of output
component you want. That's okay. Then here we'll have Windows. Now let's go look for the doors. Because here we have this door and we can use
the mirror components. Once again, I'll
just copy this here. And even though
don't need to mirror the door because we mirrored the wall that had the
subtraction already. Well, it's okay
to bring that in. We can have base
forms for the doors, the disabled, the premium,
all of this stuff. What I do, so I'll
select middle click and then this disabled preview
or the guy with the red. Here's the thing. I think with a Mac,
it's a different one. So you might do Spacebar and
then how to configure it. But regardless, we have I see why we have why is this one? Well, here's the thing.
Technically, you can take this into
another B-Raf, but that's kinda redundant. What I can do is
double-click on the wire, brings in a relay. And then here bringing a relay, that relay actually
a mess that up. This relay gets disconnected and then this gets
connected here. Now we can just take
this over here. Let's go back and move some
of those sliders around, see if everything's
still working. We have the overall size. This can also be
used for creating like base Tiny Homes
or smaller structures. The only thing that's
messing up here is the wall depth in inches. When I do this, it's not doing the same
as that as the other one. There's something going on
with the extrusion here and it's going have
to do with this. Here it is. What it was, is the offset was
different for the outside than the inside. Either way. That works now. Now let's
go to the wall height. Nine here to ten. Room size. That's how big the
room on the inside, on each side is going to be. Now the wall height here, giving us a different
height than for the interior, which is okay. But I would say if we want, we could have the outside walls and the inside walls
be the same height. And that will
simplify some things. We can always have the inside P, a different size, so we
can have that option here. But we do want this one to
be the same as this one. Space from all is
going to be how far that door is
located from the wall. Eye-opening. I've gone ahead and
labeled everything and organized it a
little bit better. What we're going to do now
and this will conclude the tutorial is going to
be to use that point, the midpoint that we picked here where plaintiffs located and we want to create a door there.
6. Front Door and Conclusion: So here we have the mid point. Now we're going to take
this and we're going to create a mood component. So let's go here to move. We're going to move that
midpoint up in the z direction. Or we can move it
in the x fraction. Then I'll plug in
a value for the x. And since we're going
to do it to both sides, we have to divide this by two. Now we'll take this and bring
in a negative component. In holding down Shift. I'll add that into the input. Now I can take these
two and plug them into a polyline and extrude it up. But go here to extrude. And the height is
going to be the same as the door height. So while height here to
door location or size. Now we can take
that extrusion and extruded here along
the y-direction. Extrude why? You want in the
negative direction. And now we want to change the Y into the size of the wall. But we'll take this value, plug that into the wine. So we basically have
the form of the door, which we can bring
into another B-Raf or geometry component and
bring it out here. Disable the preview on this one. But let's not
forget that we have to subtract it from
the overall warm. Let's take a look here that
we'd have this wall and it subtracts these windows. Well, why don't we plug
this one into that one. They'll subtract it. But that actually makes this an issue. So we need to look this
Europe's B button, the input. This way it does it all
in one, all at once, all of those in one, rather than having them do separate. And that's important. Now let's disable the preview. Now we have this wall, this door. So let's move that around. Let's move out size. If we want to size your
height to be larger, right? And we can change that. If
we want the, not the x. This one, we want a different value than
the window and door hat. Then we can use, you can do something like
this where we can change the door size for the front
to be a little bit bigger. This is going to be run.