Rhino Grasshopper Building with Walls and Openings Parametric Architecture & Design | DCO Graphicstudio | Skillshare

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Rhino Grasshopper Building with Walls and Openings Parametric Architecture & 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

      1:13

    • 2.

      Outside Walls

      6:07

    • 3.

      Interior Walls Extrusion

      8:04

    • 4.

      Doors

      10:13

    • 5.

      Window

      12:20

    • 6.

      Front Door and Conclusion

      5:43

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About This Class

In this Course you will learn how to create a Building with Walls and Openings using Grasshopper for Rhino.  You can add shelves, and dowel settings to change the design.

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   

 

See full profile

Level: Intermediate

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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.