Transcripts
1. 1.Introduction: Hi there. In this course, we're going to learn the
basics of Rhino by using it in the design process of an entire Villa from
start to finish. Now, my name is Hosein Afsha
architect by profession. I'm also a university
teacher as an instructor, and I'm also a PhD candidate. My interest is in
bringing theory into practice, and as such, I have used several methods
to make sure that you get the most practical knowledge out of this project as possible. So if you take a look
at the project content, you can see that the course
is not organized based on the names of the commands as is customary with many
courses like this. But instead, I have organized
them based on the names of building elements,
for example, designing the chimney,
designing the interior, and so on, and also based on the different steps
of the design process. Now, this is because
I wanted to take a completely practical approach to the software because from
an educational standpoint, learning in practice
is a lot more efficient than just
learning theory alone. And now this is called
the transfer of learning in educational
psychology, this basically
means that instead of explaining menus one by one, I'm going to start the
design from the beginning of the course and whenever we
are faced with a challenge, we try to overcome it by introducing new
commands and abilities. And not only you get to see
how we run the command, but more importantly,
you're going to see why we use it and how it compares
to other similar commands. Now this would enable you
with a practical knowledge to use whenever you are faced
with similar challenges. So that's it. Enough
with the theory. Let's begin our design.
2. 2.Project Overview: Our project is basically a suburban villa with
a modern design. So as you can see, it has some entrances from the street side and
on the other side, the yard consists of a
pool and some landscaping. I will start from general shapes and volumes that
basically consists of two intersecting cubes and start adding architectural design
elements as we go along. And after we finish
the modeling, we will start adding
the materials here and use different adjustments and parameters to enhance them. And after that, I will
discuss lighting and rendering and the
different methods that we can use to
enhance our project. We also talked about
how to add objects into our scene and the different methods
that exist to do so. And finally, we will use
our treaty model to produce two the technical documents
for presenting our project. And these consists
of plan views, elevations, sections,
and perspective views. We also talk about important
concepts when dealing with annotations and adjusting
their size for printing. So for the most part, I try to keep the
shapes and models simple to suit the
beginner level, but sometimes we use more complex and
advanced commands to model advanced shapes like these spiral staircase
inside the building and also the tiles and the
pool that use curved forms. Now, through this process, you will get a
holistic understanding of all the steps that you
have to take to design an architectural project inside Rhino and all the commands and abilities that you can use to help you in this process.
3. 3.Getting to know the user interface: In this video, we'll have
a quick and simple look at the Rhino user interface, especially the parts that are important for an
architectural project. Since Rhino is a very
comprehensive software covering several
fields, at first, you might be overwhelmed by the large number of
commands in the interface, but you shouldn't worry because I have found by experience that not all the commands
and menus are equally necessary to work in an
architectural project. In those necessary parts, I won't take turns
going over every menu. Instead, I will introduce and use commands as we progress. From a very simple perspective, the user interface in Rhino, as well as many other
design softwares, includes commands
to either create, to edit, to manage or to
help in our drawings. In Rhino, all these commands are organized into tabs that you can see above
the screen here. By clicking on each tab, the relevant commands
become visible, which are divided
based on the type of object that we create or the type of operation
that is performed under. A very important part of the Rhino user interface is
this toolbar at the right, which includes several tabs, and one of them
is the layer tab, which is specifically important for
architecture projects. This is very
important in managing your project because
in architecture, we usually have to revise our design and go back
and make a change, usually on a lot of objects, and having them organized
in layers reduces our time in selecting objects in making those changes and
updating our designs. Another important part
of the user interface is just below the
viewpoarts area, which includes the snaps, which are very important for
drawing with precision and also other helpful buttons that we'll use a lot
during the course. And then there is
the viewport area itself, which as you can see, is by default divided into
four smaller viewports, one perspective viewport
and three orthogonal ones. We can change the
layout of the viewport, as well as what we
see in these views. We can click the icon at
the top left corner of these viewports to see the various options
associated with them. For example, how the viewport looks and what we can
see in that viewport. If I click perspective, now I have two perspective
viewports that I can use to view my model
from different angles. Now let's talk a little bit about navigation in
these viewports. In Rhino, if I hold down
right click and drag, I can rotate around
the view like this. And if I hold down Shift, right click and drag, now I can pan in the viewport. In the Otagonal viewports, it's as easy as
just holding down the right mouse
button and dragging. And I can use the
middle mouse button in both viewports to
just zoom in and out. A very important feature
in Rhino is its ability to run commands just
by typing them. It speeds up our process a
lot since we don't have to go inside the menus and find the command, which
could take some time. This ability is very
much like autocat. And the way it works in Rhino is we just type the
name of the command, which shows up at the top here, head space or enter, and it gives us
clear instructions on how to proceed
with that command. For example, now I just
click a couple of corners, and now I have a box. The name of the
command was very easy. Most of the rhino
commands have very intuitive and easy
to remember names, which helps us a lot
in working with them. And you're going to
learn a lot of these as we progress in the course. I should note that at first, you might think that
the high number of commands in Rhino
and the way they are scattered across different menus might make it a little
bit hard to learn. But in fact, many of these commands are
just different ways to perform the same operation
or similar operations. And also, some commands in
Rhino are multi purpose, meaning that you can perform them on different
types of objects, and by just running
the same command, you can do many different
things in Rhino. Now, let's have a live
demonstration of using these multipurpose
commands and abilities of Rhino to simplify and speed
up our modeling process. Let's draw a line together.
Start typing line. You can see that as
soon as I type it, Rhino tries to auto
complete the command and give me suggestions about the
full name of the command. If it is the command
that you're looking for, just hit space or Enter, or you can keep typing until it is the
command that you want. Hit space and pick
any two points in any view ports, and I have line. Click the line, and you can see that a tool
appears on top of it in the form of a couple of
axes and some other icons. This is called the gumbo tool, which is a very
important feature of Rhino and can simplify
our modeling process. It can be activated using
a button down here. And we can use it
to move our object, to rotate it, or to scale
it in any of the main axes. It also comes with other
hidden abilities that if used correctly can eliminate the need to run additional commands
and saves a lot of time. We use this tool extensively during the course, and for now, I will use this tool to turn
this line into a solid. Of course, there are commands
in Rhino for doing that, but I want to show you that
we can do the same thing without running
additional commands just by using this tool. Now, click and drag on this. And while you're dragging, hold down the Control
button as well. Once you release the mouse, you can see it turns
it into a surface. If you can't see the
surface like I do here, you just have to click this drop down menu and select shade. If it is on wireframe, you can see it you can only see the wire around the object. But once you click Shade, it fills up the object
and you can see now, select the surface and start dragging on
the vertical axis, and again, hold down
the control button. This time it turns the
surface into a solid. So you can see that I can perform a lot of operations
using this tool. And actually, I can
keep repeating this on the top surface of this until
I have a very complex form. If I control shift and
click on the surface, it only selects that
particular surface, which I can then click and drag, hold control, and
release the mouse. You can see it actually extrudes the surface and creates additional surfaces on
top of the previous ones. I can keep selecting them in
any direction that I want and repeat the same operation again to make more
complex forms. All of them is done without running any additional commands directly inside the viewport. It is one of the
important strengths and features of this
gumbo tool and rhino. During the course, you'll
see that we'll use certain parts of the user
interface more often, and most of our
modeling can be done with only a small
number of commands.
4. 4.Setting up rhino: In this video, we'll
see how to prepare the Rhino environment
for our project. For this tutorial, I'm
using Rhino seven, but the process is
exactly the same for previous versions and most likely for newer
versions as well. Now, let's open Rhino. We are now presented with
a starter screen which includes our recent
files for quick access, and we can also open other
files or make new ones. When making a new file, we are presented
with some templates, which are basically rhinops with a couple of settings
applied in them. These settings include
the measurement unit, which could be millimeters, meters or centimeters or feet. And also an absolute
tolerance value. This value is important
doing modeling because some commands can be either very precise
or approximate. For example, when we want
to find the intersection of two surfaces with
a command called intersect, it gives us a curve. With a small absolute tolerance, this curve lies exactly
on the intersection line. But with a large tolerance, it could be off by a couple
of centimeters or even more. However, the more
precise we are, the heavier the
computations become. But with our fast
computers these days, such changes are
barely noticeable. For architectural projects, a tolerance of 1
millimeter is good enough. And for the units, I will use meters
throughout the course. So let's select the
appropriate template down here and let's
start our project. If you ever need to change
the settings later, you can access them by
going to the fine menu, clicking on properties, and
going to the unit section. Here you can see the model units and the absolute tolerance, as well as a couple
of other options. I have to say that
templates are not limited to changing
tolerances and units. You can change layers as well and save
them as a template. If you ever follow a certain standard in
your company that requires specific layer names or certain blocks
or other settings, you can just save them
as a template so that they show up in
your template menu the next time you open Rhino, and it can save a lot of time. For the purpose
of this tutorial, I have started with
a blank template, so we can learn all of these
settings as we progress.
5. 5.Modeling_Site layout: In this video, we're going to
draw the general layout of the building site and determine the position of different
architectural elements, including the building itself and the landscape
elements within it. So I maximize the top viewport where it is easier to
draw elements in plan, and I want to start by
drawing the street line. Let's say we want to line
with the length of 50. So I start the line command
and pick the first point, and now I need to
specify the length. I just type in 50, and as you can see, it is constrained to that length
and gives me a preview of it. Next thing we want to do is to determine the
direction of the line. In this case, I want a line
that is totally horizontal, so I have to constrain
it to that direction. In Rhino, you can press the
F eight keyboard shortcut to activate the Auto moode which is the button at the bottom
of the screen here. It constrains your line to
the main axis directions. Now that it is constrained, I just type in 50
again and click. Now, you have a line
with a length of 50 that is totally horizontal. Now let's talk
about the position of the building
relative to the street. First, I want a lawn
here with grass, let's say, with a
width of 10 meters, after which the
building itself begins. And behind the building, I
want a pool area and a garden. So we want to copy this
line by 10 meters upward. For that, we can use a
command called copy, which is a very obvious
command that is used in many design softwares. I just type in copy, hit Enter, select our line, select
a point and a direction. Now I just type in
ten and hit space. Now I have a copy of the line
that is 10 meters upwards. The copy command doesn't finish, and I can keep copying and
typing in new numbers, but when I hit space again, it finishes the command, and now I have a line
that is 10 meters up. I can do the same
thing much more easily using the gumball. Let's delete this
line and repeat the same thing with the gumbo. I hold Alt and drag upwards, release Alt and type in ten and release the
mouse. It's that easy. So another strength of using the gumball tool
inside of Rhino is that it can actually copy elements without the need
to run the copy command. For the building site itself, I want to draw a rectangle
with a width of, let's say, 30 meters
and depth of 45. We'll use a command
called rectangle, which as the name suggests, just draws a rectangle. So I start typing in REC, which auto completes to
rectangle and hit space. Click a point and
then type in 30, hit Enter, type in 45
and hit Enter again. We have a rectangle right, but it is not on this line. I want to move it
precisely to this. So for this, I use
another command called move, which again, as the name suggests,
just moves the object and is a command very popular in different design softwares. So I just hit and Enter. I pick a start point, click and hit the endpoint on this line and click again.
That is the move command. Now I need to determine the position of the building
itself on the site. For this, I want to
have a villa that is a ten by 20 rectangle to this side and then another
rectangle on top of it, which is rotated
towards the pool area. So I need two rectangles with length of 20
and a depth of ten. So I again, run the
rectangle command and draw one with length of 20, hit Enter and ten like so, and then I move it to the
start of the site here. I need the building to be offset from the side of the site
because I want to have an access towards the yard from the right and I want to have a little space
on the left as well. We'll determine that
later when we design, but for now, let's have another rectangle. I
just copy this one. Hold down out and drag and then rotate it because we have
auto mode activated, it only rotates by 90
degree increments, which is exactly what we want. So I rotate it by 90 degrees
and release the mouse, and then I need to move it to the edge of the first
rectangle down here. So I click it, hit move, and bring it down like this. The next thing I want to
do is to move it 2 meters towards the street here and
one meters towards the left. I can do this with the
move command by typing, picking this point, picking the direction and
typing two hit Enter. But I want to do this
using the gumbo. So I control Z, and I
just click the green axis here because it is pointing towards the
upper part of the screen, if I want to move it down, I have to type in a
negative number. So I just type in minus two, hit Enter, which brings it down, and then I pick the red axis, type in minus one
and hit Enter again. You can see we can do this very easily using the gumbo tool. Next, we need to
draw the pool area, which is an organic
shape for this, we can't use the line command. Instead, we have to
use a command to draw a very organic shape
between a set of points. When it comes to drawing
smooth curves and surfaces, Rhino has a lot to offer. But for this tutorial, we'll use the simplest form of these commands called curve. So I just type curve, hit Enter, and I just
start picking points. You can see that very
easily I can draw this curve by just clicking a couple of
points on the screen. I close this curve by attaching the end point
to the start point. Now I have a general shape
of my pool on my site, and this is enough for now. We will return to this
later to fine tune it and make it more
fit for our design. In the next video, we'll
turn these shapes into treat models to explore the
designs more precisely.
6. 6.Modeling_Blocking out the design: In this video, we
start blocking out the general treaty model of our building and
the site around it. To start, I go into
the perspective view by clicking the Perspective
tab on the far left. I treaty software, one of
the most famous commands to turn a Tut shape into a treaty model is
the extrude command. In Rhino, this command has many variations which can be performed on different
types of objects. When I start typing extrude, you can see all these
variations appearing here, and I can do this
on a curve or on a surface or a mesh
or different objects. For this tutorial, we use
the simplest form of it, which is extrude CRV, so I click it and select
the curve and hit Enter. As I bring it up, you
can see that it gives me a preview and for the height
of a simple building, I type in four and hit Enter. You can see that it has no
top side and bottom side. It only has extruded the walls. This is because when
extruding curves, it only recognizes the
outline of the curve. However, if you
extrude the surface, it also recognizes
the inner surface and gives us a solid. To solve this problem,
one way is to actually turn this shape into
a surface before extruding, which can be done by going
to the surface tools menu and clicking
on this option, which is surface
from planar curves, or we can just type
the command name which is called planar surface. After which when
we extrude this, we have to call the
extrude surface command. So I type in four and hit Enter, and now I have a solid. There is an alternative
way to do this. Let's try that also. So I delete the surface, extrude the curve again, extrude curve, hit four. Now we can use a
command called cap, which basically closes the
open areas in a polysurface. So I hit cap and it
does the job very well. For your information, a pol
surface is a solid like this, which is comprised of several
surfaces attached together, and it's a term used
very much in Rhino. I do the same thing
for the other shape. Only this time, I'll
extrude it using the gumbo. So I drag it upwards. I typed in four, and I just hold down the Control key and then release the mouse. I repeat the CAP command
on this one, as well. And now I have two solids here. The next thing to do is to bring this one on top of the other one since this
is the first floor. So I just click the
gumball and type in four, and it brings it up like this. Next, I want to draw
the wall around the site, and for drawing it, I can use the rectangle
that I have drawn earlier to extrude it
and make the wall. However, if I do so and
extrude it, for example, using the gumball tool, you can see that it intersects
with the building. I can use other commands
to remove this portion. However, for
educational purposes, I just want to teach you how
to remove certain parts of the curve before turning
it into a treaty shape. So I control Z and what I
need to do is to somehow remove this curve
or at least part of this curve from this rectangle
before extruding it. So in order to see it better, I want to isolate this rectangle by hiding everything else. In Rhino, we can do
this by clicking the middle mouse button and holding down on the little
icon next to this light bulb, and we go to the fourth icon from the
right, from the left, and this is called isolate, which basically hides everything else except the objects
that we have selected. So what we need to do is to
draw a couple of lines here, and we need to delete whatever
lies between these lines. For this, we use a
command called Trim, which exists also in AutoCAD and other
design software as well with the same name. So we type trim and hit Enter. First, we need to pick
the cutter objects, the objects with which
we're going to cut. So I select these two lines, hit Enter, and just click
the line in the middle. You can see that it removed
this line very easily. However, we have a problem here. We need to know exactly
where the building is situated relative
to this sight line before running the trim command. I just draw these two lines to show you as an example
of the trim command. So I control a couple of times. I need to have the building
model here as well. So I need to return everything by clicking
the second icon, which is Show Objects. So this time, I click the sight line and the
building the first building, and then I isolect them like so. And then I draw the
lines at the edges of the building so I know
where the building is, and then I can hide the building by clicking the first icon. This time, I repeat the trim command and
select the cutter objects, hit Enter and select
the line in the middle. So I can now delete
these two and return everything now I can extrude
this using the gumball, let's say with a
height of 2.5 meters. I hold in control and
release the mouse, and now I have the side wall. But there is another problem. It is only a surface
with no thickness. We also need to have a wall, for example, with a
thickness of 20 centimeters. I can turn this surface
into a wall right now, but it requires a command
that I'm yet to explain. So I use a simpler form
of it by Control Z and giving it the line a
thickness before extruding it. We can do this in Rhino
with several methods. One of the most common ones
is a command called offset, which is, again, a
very famous command in all three D software. So I just type in offset
And if I zoom in, you can see that it tries
to expand or contract the line based on
the direction of the specific curve from
which it is offsetting. So all I have to do is just type in a
number, for example, 20 centimeters, and it gives me an offset of 20
centimeters, like so. So if I now select the line, you can see that it has inset the line by 20 centimeters
from every direction. However, this might
not be enough for turning this
into a tree shape. I isolate it and
let's see it better. You can see that at the end, it is open, so we can't use the plan or
surface command on it. There are other commands
we can use, but for now, let's close this shape by connecting it by
using the line command. And select everything, including these two small lines and repeat the plan
or surface command. This time, you can see
that it has turned it into a very thin surface
between the lines. So I can select it now and
extrude it using the combo. I give you the height
of 2.5 meters, hold the control, and
then release the mouse. And now we have our site wall. I can bring back the building
by clicking this icon. So now we have a
general treaty model of our building and the site. In the next video, we start adding detail to the building by actually drawing the walls and making a hollow
form from this block.
7. 7.Modeling_Walls and floors: In this video, we are going
to add more detail to our building blocks by creating walls and a floor and a roof. I'm going to do these
with different methods to show you how it
can be done in Rhino. Depending on the situation, you might use one of the
commands over the other. So for the first one, I will cut this block into smaller pieces to
create the walls, and for the second one, I will delete it and
create it from scratch with a method similar to how I
created a site wall. So let's get started. In Rhino, we have the ability
to cut surfaces and ply surfaces using
various commands. One of these commands is a
command called a split face. So I start the command
by typing a split face. There's also another
command called a split, which I'll explain later, but be careful not
to select this one. You have to select split face. It requires us to select
a face on any object. So I select this top
face and hit Enter. Now you have to draw a line to use for splitting the face. I can click anywhere
on the surface, only I have to select the edges to draw a complete
line across the shape. As soon as I click
the other point, it gives me a preview
of the cut line. So if I hit space, you can see that it has cut
it into two smaller surfaces. I can verify this by clicking the individual surfaces using
Control Shift and click. You can see that it is cut. However, I need this
cut to be like a wall. I control Z, and I want
to perform an offset on the edges of this surface before splitting it
with that curve. I draw a rectangle
around it like so, and I offset it by
20 centimeters. You can see that it already
has 20 centimeters in the options because
the last time we used it on the
building site walls, it preserved that number. So I select the curve and
pick a point inside of it hit and click. Now
we have this curve. I run the split face again. Select the pace, hit Enter. Only this time, I use
the option curves, which gives me the ability to select a curve instead
of drawing the cut line. So I select curve if
I can't select it, I have to zoom near the surface to be able
to select it better. So I select it here
and hit Enter. You can see that the command
has actually cut the surface into a narrow band around it and a bigger
surface in the middle. So if I control shift click, you can see that this surface
can be selected separately. And now that I can use this surface for making a
hollow shell out of this block. And the trick to use here
is with the gumball. I have to drag the gumball
and hold down the control. I can drag it up or I
can drag this down. If I drag it up, it will extrude this surface and create
a block like this. However, if I select
it and drag it downwards by holding down control and releasing the mouse, you can see that it
actually hollows out this entire block. Let's see it better. Control Z, and I will isolate this shape, isolate this block, and
repeat the same command. Only this time, when
I drag it down, I will drag it all the way down. I even let it pass
through the object, and when I release the mouse, you can see that it
has actually cut the entire block
into a thin wall. This is one of the cool
features of the gumball when it is combined with
commands like split face. So this is one
method we can use to actually cut this block
another way to do this, and that is using a command
called Boolean difference. Boolean operations are very commonplace in design software, and we're going to use
this to cut this by subtracting another block from this building block
that we have. So let's control and return our building to the stage where before the
split phase command, I want to keep this line
because I want to use it to create another block to
subtract from this one. So before I use it, let's talk a little bit about
how this command works. I'll draw a couple of boxes a bigger one and a smaller one which intersects the
other one partially. Basically, what this command
does is it takes a block, it takes a tree solid and subtracts another
one from it and leaves an empty void in place of the intersection between
these two shapes. So let's start the command. When I took type Boolean, you can see that it has
several modes of operation. For now, I will work with Boolean difference and will explain the other ones
when we need them. So first, I need to
select the one I need to subtract
from. I hit Enter. And let's turn on delete input so that it deletes the other one
once we subtract it, and then I need to
select the other one. As soon as I hit space, you can see that it has
actually subtracted the other one and deleted the parts that intersected with
the first shape, and it automatically fills
this place with surfaces. So this is another
method that we can use in our building.
So let's do it. First, I will turn this
curve into a treaty solid. So let's extrude it. I want this to pass through the object, so I extrude it by an amount that is greater than 4 meters. It doesn't matter how much. So let's just bring it up, close it by using cap. And I just bring
it down so that it completely intersects
the building block. I now run the Building
difference command, select my building and hit Enter and select
this volume as well. You can see that it gives me
the same result as before. But personally, I prefer to use the split fase
command because it is faster and especially when combined with the gumball tool. So now let's try a different
method with the lower block, and we'll use the
offset curve tool to draw the walls before we
generate the treating model. So I will delete this. I use the underlying curve, and I run the offset
command on it. And it already has
20 centimeters, so I just click inside of it. Because these are
two closed shapes, we don't need to draw
any additional lines. We just select them and run the planar surface command,
and as you can see, it completely fills
it inside and I just drag it upwards by 4 meters and hold down Control
and release the mouse. And it was simple for this specific case because we didn't need to draw
any additional lines, but in some instances, it might be easier to use the split face tool or
even the Bullion tool, depending on how you draw these and the shape
of your building. Okay. Now it's time to draw a roof and a floor
for these two blocks. I start with the upper one and since I already have a line, a rectangle here, I will just use the planar
surface command to turn it into a surface. All I have to do now is
to give it a thickness. And I can do this very easily by dragging it
downwards, typing 30, for example, and
holding down control, which gives me a solid with a thickness
of 30 centimeters. This is our roof, and I can do the same
thing for the floor. So all I have to do
is to copy it down. I can use the gumball
tool for this, but because I want
it to be precise, I use the copy tool. I pick a point up here, and I bring it all the
way down to this edge. You can see that because I have copied it on a vertical line, it has preserved the offset
distances from the site. So this is very important
where you copy from. As I said, the reason I use the move tool is because I
wanted it to become precise. However, there is the
option of using the gumball to perform the same thing while preserving the precision
of the operation. So it's more of a little
trick that I picked up during my working with Rhino. So let's delete this and trying to repeat the same thing
only using the gumball. So before I do this, let's explain a little concept
with the gumball here. Let's draw a box
here and select it. If you pay attention to the
position of the gumball, you can see that it's located at the center of the object's mass. Not up or down. It's exactly at the center. This creates a little
problem when we want to copy objects
using the gumball. Let's give you a demonstration. I hold down Alt and copy this. Let's say I want to
bring this down to exactly touch the
lower cube here. If I bring it down using the gumball and snap to
any of these points, you can see that it
intersects because it snaps the location
of the gumball. However, there is a
way I can fix this. In Rhino, we have the
ability to change the location of the
gumball relative to the object that
it represents. For this, we need to hold and control and then move
the gumball around. In this way, we can put it in any position that we like
relative to the object. So in this case, I
want to bring it so much down that it
touches the bottom. I can select any of these
points as reference. And when I release the
mouse and release control, it actually treats the
gumball as if situated here. So I can move the object now and stick it
to the lower cube, and it precisely
sits on top of it. So let's do the same
thing with our roof here. I select the roof. I isolate
it to see it better. Now we have to drag the gumbo to a place so that
when I copy it, it is copied to the
right position. So I hold down control and drag the
gumball all the way up until it snaps to one
of the upper edges. Now I can copy it
and make the floor. So I hold down Alt
and copy this until I hit this snap on
the lower edge, and you can see that it has
perfectly copied into place. The reason I placed
the gumbal at the top surface of this solid
was that I wanted it to be copied to a place
to actually meet the roof of the lower floor because from a
structural standpoint, that is the correct
procedure when designing a building that extends
from another surface. Now let's draw the roof and
the floor of the lower block. I start with the floor so
we can see what's going on inside of it before we
put the roof on top of it. So we already had a
curve down there. So I just turn it into a surface using the plan
or surface command. And for this surface, I wanted to have a ten
centimeter height because I wanted it to be a little bit higher than
the street level. So I just drag it upward, type 10 centimeters
and hold down Control and release the mouse. You can see that after a while, this routine with the gumball
becomes second nature. So you might at first have a little trouble repeating
this procedure by yourself, but after a while, it becomes so normal that
you can easily model a lot of objects only using
the gumbo with this way. So now I need the roof, so I select my curve. If you can select
it from up here, you can just rotate
the view to select it from beneath. Like this. So I just bring it up again, turn it into a surface, and give it a thickness
of 30 centimeters. Hold on control and
release the mouse. So now we have drawn
the walls, the roof, and the floor of
these two blocks, and now we are ready to add finer details to them
in the upcoming video.
8. 8.Modeling_Balconies and openings: In this video,
we're going to add more detail to our model by creating a couple of balconies and some openings for
doors and windows. Before proceeding
with the modeling, let's talk a little
bit about the split face command and how it combines with the gumball to cut holes in treaty geometry. You have already
seen how I use this to turn this block
into a hollow shape, but let's give you an example to understand its
potential better. I draw a box here, and I also want to draw a rather unusual geometry by using a command
called polyline, which is basically draws several lines connected
to each other. I want to give this a thickness, so I draw it like this and
turn it into a surface, and I turn it into a
solid using the gumbo. Now, I want to draw
two circles on the vertical face and
this face on the cube. So I start drawing the circle, and it has an option
called vertical, which basically
draws it vertically. So I draw two circles
on these two faces, and I bring them
up on the surface. And then I split these faces using the split face command. And now, these are split. You have already seen how I can use this on a simple shape like a cube by dragging
and holding down control. Now, if I try to do
this on this shape, you might think that it only
cuts the first wall here, which is true if I drag
it only up to here. But let's control Z and
control shift select, and this time, I drag it all the way through
the whole shape. Now you can see that it has cut the entire model perfectly, even though the walls are not
directly connected to each other and it has filled every hole with
additional surfaces. This is the true
potential of using the gumbo in combination
with the split face command. In fact, you can direct the surface in any
direction that you want. To demonstrate this, I'll draw another shape
on the surface, for example, a vertical
rectangle like this. I split the face
using this rectangle. Select it with
control and shift. And now I want to drag this in an arbitrary
direction like this. Hold down to control
and release the mouse. You can see that it has made an oblique cut across the
entire model very neatly, and it has filled any place that it has cut the
model with surfaces. And this is the reason that
I'm going to use this method to create openings in the
model in the entire course. Now let's start
modeling the balcony. So I want to create
an opening inside this face and give it
a depth of 2 meters. But before I start, you can see that the floor here is exposed, and this is not a good idea
in a modern design to leave the floor like this in
an extruded surface. So I select the wall around
it by control shift click, and I just drag it down until
it touches this corner. So this way, it has
a more pure form, which is more desirable
for a modern willow. Okay, so split phase, select the pace,
select the curves. And now that it splits, now I select the phase
and drag it in words. Hold down Control and
release the mouse. You can see that it has
created it perfectly. Now, let's isolate
this model here and talk a little bit about these extra edges that
are formed on the inside. When we use commands such as Boolean operations
or a split face, it leaves us with extra
edges on our models. These extra edges can create complications in our modeling
process as we go along. And I have a habit
of getting rid of these extra lines and edges before proceeding
with my modeling. In Rhino, we have a couple of
options to get rid of this, and there is a command
called merge CplanerFass. So let's type it and
see how it works. As soon as I type merge, you can see that a couple
of commands come up, and one of them is
merge co plan or faces. I click it, and it asks me for two surfaces
to merge together. So I click this one
and the other one, and as soon as I
click the second one, you can see it has merged
them into one simple surface. I can repeat the same command for the surface at
the other side, and it takes care
of this problem. However, there is a simpler and more advanced form
of this command that we can use that automatically takes care of all the
edges in our model, and it doesn't require
us to actually manually select
all the surfaces, which could take some
time on complex models. So let's type merge
again and this time, we are presented
with another command called merge all CplanerFaces, which is basically
the same thing only this time it automatically detects all the extra
edges in our model. So it only requires us
to select the model. Sorry, let's control Z to return these edges before we
proceed with this command. Type merge all coplanar faces, hit Enter, select the model. And this time when
you hit Enter, you can see that
it automatically deleted both of these edges, and it was quite fast. This is another command that I'm going to use a lot during the course to keep
our models clean. Now, let's bring
everything back. Now I want to draw a wall which is 2 meters inside the balcony, and in that wall, I want to create a curtain wall
with a height of, let's say, 2.5 meters. So I select this edge, and using the gumball, I bring it in by 2 meters. So holding down the Alt
key and dragging and then releasing the alt and typing two and then
releasing the mouse. As you can see, it sits
exactly on the line here, which belongs to the
wall beneath it. I can now drag this upwards and then hold down control
to make this into a surface. Now I want to create a
curtain wall that is offset half a meters from both sides and has a height of 2.5 meters. So I select the edge here
by control shift selecting the surface edge and holding out and dragging
inwards by half meters. I do the same thing for
the opposite edge as well. And for the height, I already
have a curve down here. So I select the
curve and just click the vertical axis on the
gumball and type in 2.5. Now we have all the
curves that we need. Now I'm going to demonstrate to you another method that we can use to cut this surface
using these curves. I can use the trim command here. You have already seen me
use it with the curves, but the trim command
in Rhino is one of those multi functional commands that can be used with
different objects. I can use it to cut
curves with curves, curves with surfaces, surfaces
with curves, and so on. In this instance, I use these three curves
to cut the surface. So after selecting them, I hit space and select the
surface in the middle. You can see it has perfectly cut the surface using
these three curves. Now we should add a
thickness to this wall, and I can do this
using the gumbo. Drag it in the green axis and give it a depth
of 20 centimeters. Hold down control and
release the mouse. Now, that's it for this balcony, but we're going to return to this later to add more detail. But for now, I'm going to create another
balcony at this side. Only this time, this balcony has an opening from
the side as well. So I'm going to cut this surface here and then drag all
the way using the gumball to cut the entire
model and create two openings at the side in addition to the one in
this surface as well. So I click this edge and I copy it upwards
using the gumball again. Hold down the lt, drag
up by 30 centimeters, do the same thing
from the upside. And copy this age as well only
with a depth of 2 meters. Now, if I cut this,
it will create additional surfaces all
the way along the surface, which is not a problem because we can merge these surfaces together using the merge
all coplanar surfaces. So let's proceed with
our split split phase, select the pace,
select the curves. And select this one and drag it all the way along the model. You can see that it has
easily cut the surface here, and now we can start the
merge co planar surfaces, and you can see
that it gets rid of the extra edges that were
created during this process. I can now delete
these extra curves. Now, I have to create the wall inside the balcony,
just like the other one. But since they are
exactly the same, I can just copy the
other one and bring it at this side of
the block as well. So holding down old, I just drag it inward, and for putting it exactly into place, I
use the move command. That's it. Now I can
proceed with creating extra openings on the
entrance, for example, a garage entrance and a pedestrian entrance on the
outside of the building, as well as a couple of
others towards the yard. For example, one
for the kitchen and one for the living room that
has a view towards the pool. Now let's create a garage door that can accommodate two cars. For this, I draw a vertical
rectangle with a size of 5 meters and height of 2.2. So let's start the
rectangle command, type V to create it
vertically and type in five for the horizontal axis
and for the vertical 2.2. And click. I want this door to be positioned
20 centimeters left of this edge because there's 20 centimeters of wall thickness after which the door can begin. So I move it all the way to
the edge and then move it back a little bit by
typing in -20 centimeters. Okay, there's also another
door for the entrance. So let's say I want them
to have a distance of 2 meters and after which
the entrance door begins. So I draw another vertical
rectangle on the surface. Let's say it has a width of 1.2 meters and a height of 2.2 0.1. Okay, so for the distance, I just do the same thing. I drag it all the way here and then bring it back by minus two. Now I have to split it using
the split face command. So I run the command here. Select the pace, Type C, select both curves, I enter, and now they are split. Select both of them and
drag them all the way in. And it cuts our wall, and we have our openings. For now, it's enough
and we will add the model for the doors later, and let's proceed with the openings towards
the yard here. Later on, this area
could be the kitchen. And in this part, I'm going
to create a large chimney. So for the opening in this part, I want it to be offset at least
2 meters from this block, and at this side, at least 80 centimeters because the width of a standard ground
cabinet is 60 centimeters, and I want it to
have enough room for the cabinet after which
the opening can begin. So let's draw our curves. From the left side, we have no problem because we
can just select this, hold on out, and bring it
back by 80 centimeters, which copies this curve. But for the other side, we don't have any curves to select, so we have to draw a line
here to use as a guide. However, if I try to
click and select this, we don't have anything to select here because there is no edge. These two volumes are just
passing through each other. We'll fix this in a later time. But for now, in order to
create this guide curve, one of the tricks
that we can use is to click any place on this upper block and drag it in words until it shows perp,
which means perpendicular. I click there and from there draw an additional
curve upwards, again, perpendicular
to the upper block. Now, I have this line here
which I can use as a guide, and I can bring it by 2
meters towards the left. And from here on, I can create my opening. For the height, I
can use the edge at the bottom here and select all and bring it
up by 2.5 meters. So again, I repeat
the routine again. So I run the split face
command, select the pace, select the curves, and
we have our split face. I then drag it in and hold control, and it
cuts the opening. We have an extra pace here, as you can see, also here. So we run the merge
all coplanar faces, which merges everything back together and gives
us a clean surface. I delete the curves for the other opening at
the living room here, we're going to make an
opening with a width of, let's say, 6 meters. We can change this later
as the need arises. But for now, let's bring this edge inside
by half a meters. And again, I will
copy it by 6 meters, and I copy this bottom
edge here by 2.5. Split face, select the curves, and then bring it in. To create our opening. Merge co plan our
faces and delete the extra curves.
That's it for now. So in the next video, I'm going to add
the chimney here and some railings
on these balconies. And also, we will
talk about how to add curtain walls in here
and the techniques we can use to
optimize our models.
9. 9.Modeling_Chimney and railings: In this video, we
are going to add some architectural details to our model, including
the balconies. We are also going
to add the chimney, which is an important
architectural element that, in addition to its
function is also important from an
aesthetic point of view in designing modern villas. So let's start with the chimney. For this particular villa, I intend to add a chimney with dimensions of 3
meters in 2 meters and a height that goes up to the upper block and
even an extra meter. So let's draw it so type in
box and select the corner, and I just type three Enter
to Enter and for the height, I drag it all the way up to
the edge of the upper block. In order to add the extra meter, we can Control Shift select the upper surface and just collect the blue
axis and type one. Now, we want to position
this chimney so that it is aligned exactly at the intersection of
these two blocks. We already have a rectangle
on the ground here, which intersects with this edge. In Rhino, usually, this gives
us an intersection point. And we can test this by, for
example, drawing a line. You can see that
it gives me int, which stands for intersection.
So we have our point. All I have to do now is to move this chimney from the center and position it exactly at
that point. So let's do this. And now the challenges, I have to select this chimney exactly in the center of
this bottom face here. But it doesn't give
me any point there. So I can use a trick, which includes holding my mouse down on one of the
known snap points, and it gives me an
extension line here. Once I have two of these points, I can move my mouse about and find the intersection
of these two points, which lies exactly at
the center of that face. So I select it and move
it and position it on this intersection point between the line and the wall here. Now my chimney is
positioned into place, and I can go on and add
the balconies here. For the balconies, I intend
to add a glass railing here, which I wanted to
start from a height of 30 centimeters because I believe from a
functional standpoint, the glass might come in
contact with the feet, so it's not very safe. So let's add a 30
centimeter wall after which the glass
railing can begin. So this is very easy. We already have the edge here, so I can just select it and just move it up by
30 centimeters, like so. And for the railing itself, let's assume a standard
height of 1.1 meters. We already have 30 centimeters, which leaves us
with 80 centimeters to fill with the glass railing. And I have considered this
glass railing to be made of glass panels with a
width of almost one meters. So let's measure the
distance between these two points and see how many glass panels
we can fit into this. So I use a command
called distance, which is executed by
typing the distance. And as soon as I type the IS, it all complicates for me. So I just run it and I measure the internal distance between these two edges here, which gives me 9.6 meters. Now, before drawing the railing, let's determine the number of the panels based
on this distance. Something to note
here is that because these glass panels can be constructed with any
arbitrary length, we don't have to keep
an exact measure of, for example, exactly one meters. So I can just divide this
length to a whole number, so we don't have
any leftover length after we place our railings. So if we divide 9.6 by, let's say ten, we end up with 96 centimeters
for each panel. But I want to also add a
little gap between the panels because that would look better
in the final rendering. So let's say we have
panels with a width of 95 centimeters and a 1 centimeter
gap between the panels. So now I'm going to draw
the first panel from this edge using the line
to I start from this edge, and I type 95 centimeters, hit Enter, and once
it's constrained, I just pick the direction. Click and select the line. I can turn this
into a surface for the glass by
dragging it upwards, typing it 80 centimeters and holding down control
and releasing the mouse. Now, this is my first panel, and I want to copy this along this direction with a
distance of 96 centimeters. So I can use the copy command. And start typing 096 and I just can click in this direction and I just can keep
going until I finish. But let's introduce
a new command here to facilitate with
this operation. It is called the array command. It is also a command
that is very popular in all of
treaty design software. And in Rhino, we have several
variations of this command. And once we type in array, you can see that it
has various forms, and for this instance, we just want a simple one,
which is called array. It asks us for the number of
copies in each direction. So the X direction is the red
one and the Y is the green, and the Z is the blue one. So in this case, let's say I want to have ten
panels in this direction. And in the other directions, it is defaulted to one. So if you just hit Enter, it accepts the defaults. Now, it wants us to
pick a base point, which I picked to start here. And as you can see, it gives us a preview of these panels. So let's just type in
096 and just click. And as a last confirmation, it shows us the preview
after which we can hit space. And we're done. We can verify that we have done this correctly by going to the end panel and checking if it has reached the end point. You can see that it
has a little gap here, which is normal because we consider the gap for
every panel here. And if you measure the distance, it should be exactly 1
centimeter, which is true. Now, let's draw the side
panels on the two edges here. And for this, I just copy one of these panels using the gumbo. So I just hold on out and start dragging on these
little icon here. And I want to rotate
it by 90 degrees here. You can see that because the
auto mode is not activated, it doesn't snap to 90
degree increments. Instead of turning auto
mode permanently on, I can use a trick here. I can hold down Shift, which functions as a
temporary auto mode and basically switches the
state of the auto mode. So you can verify
this by looking at the automot button at the
bottom of the screen here. When I release the shift, it deactivates the auto moote. But when I hold it,
it activates it. So if I had activated Automode
before the operation, it would deactivate
the automote, so it acts as a switch which changes the
state of the auto moode. So after I rotate this, I release the mouse and
I release the shift, which deactivates automde again. Now I just move this
to the edge here. Now we have to notice
that the distance in this edge is not
exactly a multiple of the length of our panel. It's 1.8 meters, which
divides to 90 centimeters. And if I want to have two
panels here with the gap, I have to draw them with a
length of 89 centimeters. Now I have them at
95 centimeters, so I just have to select this
edge using Control Shift select and bring it back
by 6 centimeters, like so. And I just have to make a
little copy by 90 centimeters. So I just hold them
out and drag and type in 90 and just
release the mouse. And we have our panel. Before I copy this for the other side, please take note that the
correct position of the railing from a construction standpoint is not exactly on the edge here. So we have to move them to be positioned almost in the
middle of this wall. So because the wall has a
thickness of 20 centimeters, I just just click this
axis and type in ten, which is half of that thickness, and I just move it there. So I do the same thing
for my other panels. Now, in order to select
all of them together, we can use a trick of viewing these panels from a
direction like this. And start dragging from
the left to the right. This has the effect
of only selecting the objects that completely
lie within our frame. You can see that it's
selected very easily, and we can just move
this by 10 centimeters. Now, after we have done this, you can see it has created an unwanted gap at the
end of our panels here. And in order to fix this, we can move both our
panels so that it can fill the space between these parts. So I draw a couple of guidelines here that help
me with the movement. And let's just move these
panels and place them here, I just bring them back by 1 centimeter so that we can have a gap at
the corner as well. I do the same with
the other ones. If we accidentally select
the line here as well, we can just deselect
it by holding down Control and
selecting the lines. Now, we only have
selected the panels. So I move them to this
intersection point, and we don't need
to bring these ones back since they already
have a gap here. But because later on, we want to add thickness
to the glass, let's do so. So I just bring them back
by 1 centimeter as well, and we are done here. But I also have to do
this for the other side, and I need to adjust
the length of all these panels in order to accommodate
this extra length. So you might think that we have to do this
all over again, but there is a very simple
way we can achieve this, which is by using
the scale tool. So before we do anything, I just find my reference
point on this side as well. So I just draw a line and draw another one from the middle of this wall here, and
this is our line. We need to scale this so it fits perfectly
to this location. Rina has very
interesting options when it comes to
scaling objects. So let's talk a little bit about scaling before we proceed
with this operation. Rhino has multiple ways
to scale objects which are scaling in one direction in two directions or
in three directions. And let's test this
on a cube here. So I just draw a box with the same length
width and height. I just type one for all of them. Now, we can already access
the scale tool using the gumball with these
rectangle icons here. So if I just hold
on on any of them, you can see that we can stretch our box in different
directions, like so. But if you want to have
a scale with precision, we can type the scale command, and when we type it, you can see that it has
multiple variations. Now, for this instance, in our project, I'm going to
use the scale one D command. So let's get acquainted with
these before we use them. If you use the
normal scale tool, all it requires is a base point, a first reference point
or a scale factor. If I just type in a scale
factor, for example, a scale of two, it just multiplies the size
of this object by two. However, if I use the
scale, pick a base point, and instead of typing
the multiplier, pick a reference point. It gives me the
ability to exactly typing the length that
I want this box to be. For example, I can just
type it to be 3.1. In which case, all of these
axes will become 3.1. This is a very powerful
option because it gives me exact control on how large
my objects can become. So let's just test the
other options as well. Now, I use the scale
to the command, which basically tries to scale the object on the horizontal
directions of X and Y. So it doesn't touch
the Z axis here. So I click a base point. I can click a reference point, and you can see
that it only scales the object horizontally
in both directions. And if I use the scale one decommand it only scales the object in the
direction that I choose. Let's select our base point
and the reference point. So you can see that it gives me the ability to stretch my
object only in one direction. If I have multiple boxes
stacked next to each other, like so, I can scale all of them using the scale one
decommand from a base point. And it scales
everything accordingly, including the gaps
between the boxes. So this is exactly what I'm going to do with my
railing over there. So let's delete these boxes
and get back to our railing and fix these gaps
using the scale tool. So I just select them again. I don't need these curves here, so let's just delete this one. I'm going to keep the other
one because I'm going to use the end of that line as the
reference point for my scale. So I deselect this one as well, and I start the
scale one decommand and pick the base point. So for the first
reference point, I'm going to pick this edge
and drag it all the way. As you can see, it drags
everything together. I'm going to drag it all
the way up to this point. Now, I might have needed to position it 1 centimeter
behind this line. So let's control Z, and I'm
going to drag a little circle here with a radius of 1 centimeter so that I can
know where the gap ends. Now I can use another trick
to select only the panels and not the curves
on the surface. I can drag from the right to the left and select
partially the panels. This time, it selects
everything that even touches our
selection rectangle. I repeat the scale command. Pick our base point, pick the end edge and bring it
to the edge of this circle. So now that it has
scaled correctly, I can do the same thing
for our side panels here. So I just copy this
edge by 1 centimeter. To know exactly where I'm
going to scale these panels to and run the scale one
decommand and scale my object. Now that it has been scaled, I can just copy this
over to the other side. I can do so easily
by holding out and bring it all the way to
the middle of this face. Before we proceed
with our modeling, let's talk a little
bit about layers. As your model grows
more complex and we add objects that have
different materials and colors, it becomes increasingly
important to organize these objects so
that we can select them later or we can
modify them easily. That's where layering
comes into play. And in larger
architectural projects, a poor layering or a lack
of layering can result in a waste of time that can even
be in an amount of weeks. I have personally
witnessed projects that wasted huge amounts of time just because they had bad layering or no
layering at all. So it's a must do for every
architectural project. Now, at this stage, I want to put these railings
in a different layer so we can select them or change their color and material
later as we need. In Rhino, the layering
menu can be found on the right side at the
same place where you can see the
properties menu here. So we just have to click the
second one from the left, which is the layers panel. And here we have a
default set of layers, and we can easily put our objects in that layer by
just selecting the objects, right clicking a layer and just selecting
change object layer. And you can see that it
has automatically changed their color based on the
color assigned to the layer. Let's drag this a little bit towards the left so
we can see it better. As you can see, layers
have a lot of options, which includes the
visibility of that layer, so we can turn it on and off. The color of the layer, we can change to any color
that we want. Also the material of the layer, which becomes important when we want to render our project. Other options as well,
such as line type, print color and print width, and also a couple of additional options which become visible once we want to use the layouts. But for now, let's
just put them in different layers so we
can organize them better. If you want to
rename your layers, which is a good practice, especially when we
are dealing with large numbers of layers
and different objects, all I have to do is to select the layer and click it again, and it becomes editable, so we can here type the name, for example, railing glass. And I can change the
color to something that represents glass, such as blue. And we have our objects
in the proper layer. If we need to select them later, we can easily right click the layer and just
click Select Objects, and it automatically selects
everything in that layer. Okay, that's enough
for this video. In the next video, we're going to finish up on our railing and also add the curtain
wall behind the railing, both for this side and the opposite side towards
the street as well.
10. 10.Modeling_CurtainWalls: In this video, we are going
to finish up our railing, as well as add a couple of curtain walls
behind the railing. So the railing we created in the previous video is
basically a surface. We want to turn it to a solid so that it shows up
well in the rendering. I do this by using
the Gumbel tool. I just drag it in
by 1 centimeter, and you can see that it
has turned into a solid. We can verify this by
selecting it and going to the properties and
check it its type, which shows as closed
solid polysurface. I do the same thing to
the other side as well. We can shift select to select several objects
at the same time. I drag this in with
a 1 centimeter. I do the same thing
for the other ones. You can see that I can do the gumble trick on more than one object
at the same time. So I just give all
of these objects the same thickness again and
we are done with the glass. Now we need a top rail
to put on our railing. I'm going to create a
new layer for this. So I'm going to pick this layer, I change its name to, let's say, top rail. And I'm going to set it
as the current layer. What this does is from now on, any object that I create is going to be put
in this layer. So I just under current, I just select this layer and it puts a check
mark on that layer. I'm going to draw a line here. I want to offset these lines towards the outside and the
inside at the same time, and then I'm going
to turn them into a surface and give
them some depth. I'm going to use a command
here called polyline. We used this before to
show you an example, but I'm going to use it
here to draw our top rail. This is basically a couple of connected lines that are
already joined together. I'm going to use the
interior edge of these glasses to
draw our polyline. Like so. I'm going to
select this curve, and I want to offset it both towards the interior
and the exterior. Now, let's show you a couple of tricks using the offset command. I'm going to isolate this so
that we can see it better. Run the offset command. As you can see, it can either
offset inwards or outwards, and we have already
seen how this works. But let's repeat the command. But this time, I'm going to use an option called both sides. What this does is that
it offsets the line with the specified amount towards the interior and exterior
at the same time, which is exactly what
we want to do here. So I'm going to give it
a number of, let's say, 5 centimeters so that it has a total width of 10 centimeters. And which makes our
work a lot simpler. We can also make it more simple
by repeating the command, turning on both sides, and also turning on
another option called cap. And this one actually
tries to connect these two offset lines
by another smaller line, which gives us a closed curve. All of these help
to make our work easier and we can reach
the end result faster. So if I select it right now, you can see it gives
me a closed curve as seen on the
information up here. So all I have to do now is
to turn it into a surface, select the surface, and
give it a thickness. Let's give it a thickness
of 3 centimeters from now, and we are done
with our top rate. I'm going to give it a
more reasonable color, for example, kind of a black color which
resembles flushing. And this is our top rail. Now, let's copy this railing to the other side of
our block as well. So I select all these
glasses or I can just select the objects
in the layer and deselect these using this trick. I just hold down out and
drag it until I reach the middle of this surface
here and release the mouse. I have to drag
this surface up by 30 centimeters to
have our edge here. And there's also
another problem. If I drag and select these, you can see that they intersect
the wall a little bit because last time we finished our railing on
the middle of this wall, but here we have to finish the railing at the
edge of the wall. I can use the scale
tool again here, so let's bring it a
little bit so we can move it exactly to the edge. I move it from this edge
perpendicular to this edge. And I run the scale
one decomman, select this, and then
select the other one here. You can see even though
it is behind the wall, because it is highlighted, I can select the edge, and I drag it until it touches the inner
edge of our wall. So here is our railing, and we can add the top rail by drawing
a line on top of it. And offsetting it to both sides using both sides option
in the offset command. You can see that it already
preserved the CAP mode. If we don't need it
for further offsets, we have to deactivate it
manually in the offset command. So I turn it into a surface and give it a
depth of 3 centimeters. And that's it for our railings. Now we are going to add curtain walls in
these two spans here. Because it is a very large span, I suggest we split them
into two sets of openings and I will add a wall in the middle
and what is left there, I will divide it by four. So we have four panels
in each of these spans. Let's measure the
distance of it before we decide how large
our panels would be. Is 8.6 meters. So I suggest we add 60
centimeter wall in the middle, and we end up with four
meter spans on each side, and we can divide them into
1 meter curtain panels, which can be opened by sliding. So let's draw a rectangle here. I will give it a width of 20 centimeters or let's
first give it 60. Hit Enter and give it 20. Now, I drag it up, turn
it into a surface. You can see that it has created
it in the top rail layer. So I select it and put
it on default for now, but we're going to change
this later as we move along. So I click the option, change object layer, and it changes it to
the default layer. If I isolate this,
you can see that it has no top surface as
well as no bottom surface. I can fix this by
using the CAP command. So let's bring it back and I just put it right
in the middle of this span by dragging it and holding on the
midpoint here. Now we have our
span. Let's divide them into curtain walls. Now for the curtain panels, I'm going to consider
a standard size for all the panels that we are going to use in the project, both for the balcony up
here and the opposite side and also for the openings on the ground
floor towards the yard. Because they have the same size, I'm going to use an
ability in the Rhino, which exists also in other
treaty design software, maybe by different names, but usually it is called
block. So what is a block? It's basically a type
of object that has the ability to change all the instances once
I change one of them. And it greatly reduces
the time needed to edit objects that are
repetitive in our project. For example, if I
have 1,000 windows with the same size and
proportions in my project, can go back and make an
edit on one of the windows, and it automatically reflects that change on all
thousands of windows. I'm going to demonstrate this using a couple of boxes here. So let's just put
it on default layer and I'm going to draw a
couple of boxes here. Like so. I'm going to turn these boxes into a
block and then copy them. So the way this works is I
use a command called block, and it just asks me
for a base point, and then I'm going to name it. For example, I just
call this test boxes. And then I'm going to make several copies of these
in different directions. And then I'm going to
rotate one of them, and then I'm going to scale one Now, let's say if I
want to make a change and make this taller box
shorter than the other ones. So I just have to double
click one of them and select the top surface and bring it all the
way down like so. As soon as I click Okay, it
automatically applies this to the other instances regardless of how they are
rotated or scaled. I can even scale
these non uniformly, for example, only along
the X axis like this. And when I change this, it also reflects
it on that lock. However, in Rhino, we can't change a non uniformly
scaled block. For example, I can't change
this one because it gives me an error saying that unable to edit non uniformly
scaled block instances. But I can't change the ones
that are scaled uniformly, which means they are scaled
the same on all three axes. So that's it for
the explanation. Now let's get back to
our curtain panels. Since we have a
height of 2.5 meters, for the bottom rail, sorry,
for the bottom panel, I want to have a height of
2 meters and then above it, a panel with a height
of half meters. So let's draw these
using rectangles first, and then I'm going to turn
them into frames and glasses. I'll just delete this one
and draw a rectangle, I'll turn it vertical, and I give it a
width of one meters. And the height of 2
meters. And then I click. I do the same thing
only this time, I give a height of half meters which automatically
sits at this edge. Now, the next thing I do
is to offset these lines. By 5 centimeters inwards. But you can see that since I have offset it
twice at this part, now it has a width
of 10 centimeters, which is not what I want. So let's just fix that. In order to see it better, let's isolate these two. And I'm going to delete this lower one and bring it
all the way up here. Control Shift select this curve, delete it and just select
these points and drag them up. That's it. Now, all
we have to do is to use the planar
surface command to turn them into a surface. Now notice that
once I select this, it may get confused and select the outer rectangle instead of the inner one between
these curves. In this case, we
can just trim it away using the trim command and selecting the inner lines as
the cutter objects. Like so. So now we have our frames, but I'm going to
do something else. I'm going to join them
together and clean this edge here using the
merged or coplanar faces. However, now something
has happened. When I zoom in, you can see
that it just passes through the object and it
goes onto the grid. If this happens, you can do a little trick called Zoom extends to reset
the zoom level. You can select one
object, type Z enter, and then Zoom selected. Like so. Now it zooms back on the object, and if you keep zooming, you can see that it has reset the root zoom level so that it doesn't pass
through the object. Okay, let's join this together, select both surfaces, middle
click and click on join. Now that they are joined
together successfully, which is reflected up here, I can just run the merge
all coplanar faces, and it just merges
them together. Then I can delete
these curves here. Now I have my frame
and I can give it a thickness of 5 centimeters. Now let's bring everything back. Now I have to bring the panel a little
bit inside the wall, so I'm going to snap it to
the middle of the surface. I don't need these
curves anymore, so I'm going to delete them. And now I'm going to
create the glass surfaces. I'm going to use this edge
to create the surface here and the upper edge for
the upper glass surface. Now I need to put them in
their own separate layers. So I'm going to create
two layers here. I'm going to call
one of them frames and the other one curtain wall. Glass. Then I just put them
in their respective layers. Let's also change
the color to better reflect a glass and the frame. You can notice that
although the railing and the curtain panel pretty
much have the same material, I still prefer to put them in their own separate
layers because in later, I might need to select
them separately, and having the same
material doesn't mean that they should necessarily
go into the same layer. Now, I just noticed
that we made a mistake while modeling
this curtain panel because from a
construction standpoint, usually the top panel
remains fixed while the bottom panel has the ability
to slide back and forth. So we might want to model
them with separate frames. So basically, the first version of the frame that we made, you know, with the
ten centimeter offset here probably
was the correct one. But I want to use this as
an excuse to demonstrate the potential to modify objects
using different commands. So I'm going to correct
this without returning and creating it again using a couple of methods
in treaty modeling. So let's isolate this again. Now, what I want to do is to add a second frame down here and just cut this polysurface from this line here.
So let's cut it first. I'm going to go into
the front view or any view that shows it in
an elevation like this. You can just test different
views until you find it. Now, I'm going to draw
a line here like this. Let's make this line cross
the object all the way. Now I'm going to
use a new command, another version of
the split face, which basically doesn't
split the face, but actually splits
the whole object. So it is just called a split. So if I run it, it just
wants to select the object, hit Enter, and then
the cutting object, which is this line. It is important that you look
at it from the front view because otherwise you
won't recognize the split. So it basically
splits objects based on the view from which
you're looking at it, and it has to be an
orthogonal view, and it won't work like this
in the perspective view. If you are in the
perspective view, it will work based on the
active construction plane, which I'm going to
explain in a bit. But for now, let's just use this view to cut
it and hit Enter. If I return to perspective, you can see that
it has now made it into two objects like this. Now I'm going to
create a little box here to fill this space here. So I'm going to draw this. I'm going to draw
a box like this. Starting from that corner, I'm going to snap it to
the opposite corner up here and then drag it
down by 5 centimeters. You notice that if I
type 5 centimeters, it brings it upwards. So I just type in negative 5 centimeters
to bring it down. Now, before fixing the layer, let's talk about how I want
to join these together. If I use the normal
joint command, you see it doesn't work on
this because they already have closed they are
closed polysurfaces. One of them is at least
a closed polysurface. So in order to join them, I'm going to use the
Boolean union command. We have already seen
the Boolean difference. Now let's test the
Boolean union here. Which basically tries to
merge two volumes together. Hit Enter and they are
joined together like this. The upper surface
is already joined, but since I split it, it might have lost the
surface somewhere. So I'm going to isolate
this to see it better here. You can see it doesn't
have a bottom surface. I can use the cap tool
on this and close it. So let's bring it
back. If you don't want to bring everything back and just the object
that we just hide, you can use another trick
with this light bulb. You can use the third
option from the left, which is called show
selected objects. So all I have to do is to select the
object that I want it, Enter. It just brings that back. And then I can isolate this
one and take a look at it. So you can see it lacks
two surfaces up here. Let's use the cap
command and close them. And it also has a couple
of extra edges here, which can be fixed using the
merge all coplanar faces. Okay, that's it. So let's
bring everything back. And now we have our frames. However, our glasses, one of
our glasses is a little bit intersecting because we brought it up to the upper frame before. I can fix this by control
shift selecting the edge. Now, because there are
several edges at this place, it doesn't know
which one to select, so it gives us the option
to choose it manually. I'm going to use the
extrusion edge in blue, which belongs to the class. This is another advantage of using layers here
because it gives us more clarity on which
object we want to select. I just bring it
down here, like so, and now our panel is
pretty much fixed. So I'm going to bring these
glasses a little bit back. I'm going to bring them by
2.5 centimeters, like so. And I'm going to give
them a thickness of one centimeters towards the, let's say, interior. That's it. Now that we are finished
with modeling our panel, let's turn them into blocks. I'm going to turn
the upper panel into a separate block and the
lower one into another one. I select the glass and the frame and run
the block command, select the base point
and call it upper panel. And I do the same thing
for the lower one. Notice that if you want to
repeat the exact same command, you can just hit space or
enter without typing the name. So I just hit space and it goes straight to the Block command which asks for a base point. I just call it lower panel. Now I have my blocks, and I can just copy them
along this direction. I just hold on At Type one, and then I can
select all of them, hold on Alt and
type two this time. That's it. Now, for the
glass doors to open, I'm going to bring back these two panels
by 5 centimeters. Like this. So when we
want to open them, they can just slide
back like this. We don't need to have
exact construction details on our model since this
is a basic course. But in reality, we need to model some kind of rail on
top and on the bottom here, so they can be fixed into it. But usually these
kind of details are added on later stages as
two D details to the model. So I'm going to copy these panels to the
opposite side as well. Now instead of copying them, we can use another
command called mirror, which basically mirrors
object allowing an axis. Since these two spans
are symmetrical, we're going to end up with
exactly the same thing and nothing will
happen to our blocks. So I'm going to use
it by typing mirror. As soon as I type MI, it auto completes, so
I can just hit space. And I select this midpoint
here, and for the direction, I'm going to drag
perpendicular to the wall, which gives me a guide
for and just click. You can see that it has created the other panels very easily. Now, I want to repeat the same
thing for the other side. So I'm going to
select everything here and just copy it along to the other
side of the block. So let's use the layers here. I'm going to select all
the objects on this layer. You can see it doesn't
select the objects. The reason it does
that is because blocks are usually defined on
their own separate layers. Even though the objects inside the blocks
belong to this layer, when you try to select it outside of the layer,
it doesn't work. So if you want all of these to be selectable
using the layers, you have to put them on
their own separate layers. So in the properties right now, they belong to the
default layer, and I can add a new layer here, call it Carton Panel. And I just change the
object layer to this layer. And now if I select objects, you can see that all
of them are selected. Before copying these
to the other side, I want to show you another
trick using the layers. When the number of
layers becomes a lot, you might see that layers
menu becomes cluttered and it gets harder to find
the correct layer. Sometimes some of the layers
belong to other layers. For example, in this case, our frames and
curtain wall glass belong to the curtain panel. Rhino has the ability to nest layers inside
of each other. So how this is done is to just drag the layer onto another one and it becomes a
child of that layer. So I can do this for the curtain wall, glass,
and the frames. And now if I close
this dropdown, my layers menu becomes
much more cleaner. Now, it also has the
additional advantage of being able to control the visibility of
all these layers just by clicking curtain panel. And you can also change them separately by clicking
on the respective layer. So now let's select them and the wall between them and now let's mirror them to the other
side of our building. I want to use the mirror
command again and I pick the middle of our block here and drag perpendicular
to it and click. You can see that it fits
perfectly into place because both of our balconies were inset by exactly 2 meters. Now, I want to fit
the spans down here, so I just copy these up
from the upper block here. Let's move them into place. Let's take this one. Position it in the
middle of this. To verify that we have indeed
positioned them correctly, let's check this wall. You can see it doesn't align
with the exterior wall here. I'm going to move it a
little bit so that it does. Okay. Now, there's
another problem here. You see it intersects
with the panel. The wall is intersecting
with the panel a little bit. So I'm going to control shift
select the wall and drag it until it reaches my panel. So I've dragged it a little
bit behind the panel, so let's bring it
back like this. Which fixes our problem. And for the living room, I'm going to copy one
of these curtain spans. And it appears that I can fit two more panels on each side. Let's verify this by measuring the distance
of this span here. It is exactly 6 meters and our curtain
panels are 4 meters. So we can add additional panels here without
intersecting the walls. So first, I'm going to
put this in the middle, and I'm going to
copy this one by one meters and the other
one by 1 meter as well. That's it for curtain walls. In the next video, we are going to add some other details, as well as some guards on top of this roof here and
provide an access to it.
11. 11.Modeling_TheTerrace: In this video, we are going to work on the terrace up here and add an entrance as well
as guards and railings to it. But before we start, let's position our building
correctly in the site, so it has correct
offset from both sides. If you remember, we just place
it here for demonstration, so let's now just fix it. I'm going to select everything by clicking dragging from
the left to the right. Like this, and I'm going to need to position it about
4 meters from this side. So the trick I can use is to
actually move it to the end once and just return it
by 4 meters, like this. I can adjust the
walls by selecting the corresponding surfaces here and just dragging
them to the edge. Like this. Now, let's
get to our terrace. I want to create a opening here with a width of 2
meters and a height of, let's say, 2.5 meters. Basically a curtain wall. We can use two of these
panels to fill that opening. Now the first challenge
that rises once we start modeling this opening is that we can't actually
pick any point here. So once I start the
rectangle command, there's no way I can pick this edge to start my rectangle. And also, as you can see, I can get the edge here, but I can't get the intersection of these edges with
the floor down here. So one way I can do this is
to actually I can start at the edge of one of the
places that I can pick, and then I should move this
into place using the gumbo. So in order to do that, I just pick any edge, for example, here, and I draw a vertical rectangle with
the specified dimensions. So let's just turn on auto mode and type in two and give
it a height of 2.5. And I'm going to move this
rectangle into place by dragging on the gumball
first to this point. And then I'm going to
drag this edge here. But first, I have to reposition my gumball relative
to my object. So I hold down Control and bring it here to the right edge, and then I drag and click and hold down on
one of these edges and then release my mouse. You can see we can position
it on this place like this. But there's also an alternative
way we can do this. Let's just talk about it and introduce a
new command here. This command is
called intersect, which basically finds
the intersection of two or several
different objects and gives us curves as
the intersection. So it's quite a
versatile command, which works on many
different kinds of objects. You can intersect two solid
a solid in a surface, solid in a curve, surface
in a curve, et cetera. So let's just run this
command and see how it works. Intersect, and it just basically wants us to
select the two objects. So for example, if I click
these two and hit space, you can see that it
gives me curves for the intersection of
these two solids. Let's Control Z. This time, I want to run it and
select only two surfaces, using Control Shift
click like this. And as you can see, it
just gave me a curve. Now, the optimum way
to use this is to first get this curve and use it again to get
this one as well. And here we have two curves that actually intersect
themselves at this point. Now I can move my
rectangle from anywhere it is and put it exactly
at this position. So let's start from somewhere
like here and then move it. As you can see, it gives me an intersection point
which shows up as INT. And this is another
way I can just put my opening into place
in this situation. So let's create
our opening here. I'm using a split pace
command to make this opening. So select the pace and the curve and make
the opening, like so. Now, I'm going to also create a vertical element here to
connect the two blocks, which basically
is the staircase. Villas like this usually have a designed element
for connecting these, such as a spiral
staircase or something. It can be at the intersection of the two
blocks inside one of them, or we can take advantage of this and turn this
into a design element, which is also an an important
element from the exterior. So I'm going to create
my stair almost here and use it as a design element in
my building facade. So I'm thinking about a
staircase with a radius of, let's say, 1.5 meters, which gives me a
diameter of 3 meters. So let's make our circle. I'm going to pick
this edge to draw. Now, I need to position
this into place, and I'm going to use a couple
of guidelines for this. So I'm going to draw the first one from the
side of the door. It doesn't matter how long. I just need to
position my circle. And for the next one, I'm going to copy this by
3 meters towards the left. Now let's position our circle. I can move this like this
and for the other one, I can use one of the
previously mentioned methods to just snap it
into this location. So I'm going to use
the gumball method. I'm going to hold down
Control and snap it here and then bring it
all the way to the wall. You can see that very easily I can use the gumball
to accomplish tasks that otherwise would require several commands and,
of course, more time. Now I need to clean
up these curves, so I use the trim command to just cut the circle
and cut the lines. I'm also going to draw a
line between them like this. So now we need to make two cuts. One of them is in the floor and the other one is in
the wall right here. But before we make our cuts, let's just bring these
curves back a little bit from this opening because from
a construction standpoint, we need the door to sit on
two walls from both sides. We already have the
chimney on the right, but from the left, we will have nothing if we make our
opening next to the door. Let's just move this
along a little bit. Let's say by about half a meter. And then we can make
our openings by a vertical rectangle with
a height of 2.5 meters, the same as our other opening. So now I'm going to
split this face using this curve and then make a hole and do the
same thing for the floor. Like this. Next, I'm going to add walls
around our staircase, and I'm going to pick my
existing curves here, and I'm going to join them
so I can offset them in one try and then I'll
run the offset command. You can see that it
has already memorized the last amount of
offset that we had, which is 20 centimeters
that is okay in this case, and it also automatically
connects the two offset lines. This is because we
have the cap option enabled from the last
time we use the offset. So this is okay as well, since we can turn it into a
surface and just bring it up. Now, for extruding this surface, we need to bring it up
at least to this height. But I'm going to bring it all
the way up to the chimney, since this is more aesthetically pleasing for a villa like this. So I'm going to bring
it up to this height. And then the next thing
I have to do is to just fill this place here and add some kind
of a roof over it. So for the roof, I just draw
this line here and I turn it into a surface along with
these edges like this. I also give it a let's say, thickness of 30 centimeters, and let's bring it down
a little bit, like this. And now we have our staircase
volume from the exterior. Now, let's create a guardrail or a parapet for the edges
of the upper block. Since this is not an
accessible block, we don't have to create a
very high wall for there. So I'm just going to add a
30 centimeter wall there, and we already have an edge
here which we can select. And I'm going to
drag this upwards by 30 centimeters like this. And now we have this edge, and we have to fill
it with another wall. So I'll just draw a box here. From this corner.
But as you can see, it is hard to pick a point
at the opposite corner. So a trick we can use
is to just drag it almost in place and give
it the appropriate height. And then I can select this
face and drag it back in and align it with the outer edge of our staircase wall like this. That's taken care
of, we can go and make the walls around
our terrace here. This terrace has
to be accessible and the residents
are going to use it. I'm assuming that they want some privacy
from the outside, but they want it to be open
towards the pool area. So I'm going to make a rather high and opaque wall from the exterior
from these two sides. And in this side, I'm just going to
make a glass railing. So for our wall, let's do a little bit
of designing first. I'm going to add a
couple of slabs here. One between these
two openings and one and two at the two
sides of the surface. And between these slabs, I'm going to create our wall. I start with one
between these openings. I'm going to draw a box here. I use a width of 2 meters and
a length of 10 centimeters. So let's type in
-10 centimeters. This, I'm going to drag
this up to this height plus 1.7 meters because I
want it to be pretty high. I just type in 5.7. Now I have this slab and I copy it to make the
two at this side as well. I just drag and copy and rotate it and just snap it
into place here. You can see that it intersects
with the yard wall here. But that's not a problem. We can fix this later, since we are going to make
a door right here. I'm going to copy this
to the other side, and I'm going to use
the gumbo trick here. So I'm going to
stick the gumbo at this edge and copy it
all the way there. And I'm also making a
couple of boxes behind them so that they have a
wall to sit against. So I'm going to use this
edge and draw this wall, and then I copy
it for the other. I'm going to make one for
this one as well. Like this. So now we have our slabs, and we can measure
the distance between them and add our wall. For this wall, I'm considering
a perforated design. So it's basically
a solid wall with some vertical holes at
some distance cut into it. So in order to make this, I'm going to measure
the distance between these two slabs here, which is exactly 6 meters. And let's get a distance of
these two as well. 5 meters. And for this one, this one is a little bit tricky, since we don't have
an exact point here, I can just snap it
to one of the points that has the same
distance on my X axis, and it basically gives me the distance separately
for each axis here. So what I'm looking for is
the DX at the top here, which is 3.8 meters. Right. So now that I
have the distances, I can make a wall by drawing
it with curves first, placing the holes in it, turning it into a surface, and then positioning it on the wall on the surface
between these two slabs. So I'm going to draw this
in the top viewport where it is easier to draw curves. I start with a six meter wall. I just draw a rectangle
with a length of 6 meters and a height
of 1.7 like this. And I'm going to
create a pattern using holes on this surface. So let's draw one of the holes. For the holes, I'm
considering a dimension of, let's say, 5 centimeters in width and 30
centimeters in height. So basically, gives me ten vertical slits in this wall which is
not too transparent. So I'm going to draw
a rectangle with a width of 5 centimeters
and a length of 30. And I have to create a
pattern with this now. So I'm going to stick it right to this
corner and bring it back by, let's say, 30. And I'm going to
bring this up by 60. So we have a repeating
pattern of one opening, one solid, one
opening, and so on. I'm also going to move
this to the edge here, so it has sort of a zigzag
pattern on the wall. I'm going to bring this up
again by another 60 like this, and I'm also going to
bring it back by 30. So this is our wall,
and I'm going to copy this pattern that I
just created along the entire length of this. Since this is 6 meters
and the length between this point to the start of
the wall is 60 centimeters. We can create ten number of these patterns without exceeding
the length of the wall. So I'm going to use the
array command again. And in the direction, I'm going to type in ten, and in the other ones
just accept the defaults. So I'm just going to
drag this and type in 60 and hit Enter and click. That's it. So now we
have our pattern here, which is pretty minimal. And I'm going to turn this
into a surface now by clicking planar surface and turning
it into a surface. If I go into the
perspective view, you can see that it has
made some mistakes here. So it hasn't recognized the
holes at the bottom here. This is a common mistake that happens sometimes with
using this command. So I'm going to introduce a new command here that can
take care of this problem. So we have a command called
curve boolean in Roe. A pretty powerful command with many applications in different
parts of Trey modeling. But for now, I'm
going to use this to identify the enclosed space
between these curves, regardless of how
many curves there are and how they are
intersecting each other. So all I have to do is
just select the curves, hit Enter, and it has
several options here. You can either give me curves
or if I click it, surfaces. So I just have to click
inside of this enclosed area, and as you can see,
it just automatically detects all of this space. It works pretty much like the hatch command
inside Autocat. So I hit space, and now I have my surface. So I just drag it upwards, and let's give it a
thickness of 20 centimeters. And I'm going to rotate
it along this red axis by 90 degrees and also
by the blue one. And I'm just going to position
it into place like so. Now we have our perforated
wall perfectly into place. Now I'm going to create
two other walls between these two spans and I'm going
to use this wall as a base. I'm going to copy
this and rotate it by 90 degrees and move it into
place for the first span. You can see that it
intersects with my wall here because I designed this
for a different length. We can fix this using
the split tool. We have to go to the top
viewport and just draw a line at the
intersection point. Make sure that the line covers the entire intersection
of these two objects. So I just use the
split tool now. And select my object, hit Enter and select
the cutting object. Now, it has cut this into two pieces and I can just
delete the extra one, which leaves me with only
the wall between the span. Now, there's also
another way to do this using the trim command, which we're going to perform this with the next span here. So I'm going to copy
this and place it here. You can see that this one
also intersects with my wall. But this time, instead
of the split tool, I'm going to trim it away
using the trim command. Trim is one of those multi
functional commands in Rhino, which can pretty much cut
anything with anything else, be them solid, surfaces, curves and other objects. So for the cutting surface, I just Control Shift
select only this surface, hit Enter, and just select the
side I want to be trimmed. Like this. So you can see that it has perfectly
trimmed this, and now which leaves me with
a completely clean surface. So this is it for this
side of the balcony. Now let's go on and
create the railing, which faces the pool area. Now for the railing, I'm
going to do exactly as I did with the balconies here since they have
the same design. And the first thing
I'm going to do is to create an edge here with
a height of 30 centimeters. So I'm going to draw a box here. And you can see
that we don't have any place to snap it to
at the end of this wall. So I'm just going
to leave it here, bring it up by 30 centimeters, and then I'm going to use the end surface of this
wall and drag it with the gumball and
align it with one of the lines at the exact
distance that I want. So the next thing I have to do is to just
copy paste some of these railings and the top rail because they are exactly the
same over there as well. So I'm going to select these and drag them with the
gumball to make a copy. I'm also going to align them with the middle
of this wall here. And I'm going to snap them to one of
the edges for a start. And I start copying
these panels with the same distance that
they already have. I can use a trick here and use a point from the previous panel and bring it to the
current panels, which gives me the same
distance like this. Now, you can see
that it offshoots my length a little bit and
intersects this chimney here. I can fix this using the scale one decommand so
let's just select our panels. And run the scale on the command and click this point
as the base point. And starting from here, I'm going to drag this until it touches the edge of my wall. And for the top rail, I'm also going to move
this into this position. And I'm going to use
the gumball trick. So I'm going to place my
gumball at the edge here and drag it until it fits here. And for the other end
of this top rail, I'm just going to
trim it away using the trim Select this surface
and select this little edge. Now, we are left
with a completely fit railing inside
our span here. As a finishing touch, now let's add this door here, which is exactly the same
as these curtain walls. I'm going to select
just a couple of these and copy them up there and
rotate them by 90 degrees. Like this. I'm just
going to move them into place from
this point to this. And also, I'm going to
inset them a little bit, let's say, by 5 centimeters. So we have a little wage here. Now, that's it for this video. In the next one, I'm going to work a little bit on
the landscape here, including this pool and the garden that wraps
around our site and also talk a little bit about what to do with this space
behind the building.
12. 12.Modeling_Landscape: In this video, we
are going to design our landscape and its
different elements. Let's take a look from
the top viewpoint. So basically, our landscape consists of this big
pool in the middle, a garden that wraps
around our site and provides protection
against the climate and also some privacy. I'm also considering
to design a toolsd at this corner here and
an area in front of the toolsd that
can be used for outdoor dining or more private gatherings
during the summer. And I'm also going
to add a couple of platforms in front of my openings here to be
used with the pool. And at the back here, a pretty big area
filled with trees. I'm also going to add an independent entrance
from the right here to the garden
in addition to the one from the house,
and that's it. So let's get started with
modeling our landscape. So let's first create our door for the
entrance into the yard. We have this wall here. I'm going to consider a door
with a width of 1.5 meters. So I just have to bring
this edge back by 1.5 meters plus 10 centimeters because it is the width
of this slab here. And right now I don't have
any way to select this, so I'm going to isolate this
and select our surface. Now I'm going to
bring it back by 1.6, and this is our opening. Later I'm going to add some
models for the doors here. But for now, let's just
have the opening here. Now, let's model
the garden here. I'm going to use one of the existing lines
that we had from when we modeled the wall,
isolate this line, and I'm going to delete
this part and also stretch this one by 4 meters because this is where
the toolsd is going to go, we don't need to bring the
garden all the way down here. Now, I'm going to offset
this line by one meters. So we have sort of a band
that runs across our site, and I'm going to select
this and bring it back by an additional 4 meters because this is where we want
all of our trees to go. Now let's see how it looks. You can see that we end up with a pretty large open area between
our garden and the pool, which is not what we want. And I'm going to the reduce
the size of the entire site, so we end up with an
optimum and usable area. Let's bring the pool back a little bit here because we also don't need all this space
in front of the pool here. And assuming that
we got the size of our site wrong and now
we want to correct it, but you can see we already
have the wall here. So do we need to draw
it from scratch? Absolutely not. So
there's a trick we can use using the
gumball like this. So control shift and
drag from the left until it engulfs everything that we want to move,
including these edges. This is a very nice trick using the gumball because
it can bring back the edges of our model without distorting the
other parts of it. So unlike scale, which basically scales
everything in the model, this trick only moves the desired areas and doesn't touch anything
else on our model. So I'm going to
bring it back by, let's say, 8 meters, like so. And now I'm going to
finish modeling my garden. So let's isolate this
and I want to add a little wall or edge at
the interior of my garden. So I'm going to
explode my curve and select these ones and join them back together
and use the offset. This time we have a width of 20 centimeters
towards the inside. Turn them into a surface
and bring them up. By 20 centimeters. Here's our little edge. And for the soil, which needs to be
at least a surface, I'm going to use the
curve bullying command. So select everything and hit Enter and make sure the
output is set on surface. After selecting the area here, we can hit space and we end
up with a surface like this. We can even bring it up a little bit like 10
centimeters is okay. By 10 centimeters, and we end
up with a raised surface. So now that we have this, let's do something
about the pull. Before we model our pull, let's change this
curve a little bit so that it fits better
inside this area. I'm going to select the curve. You can see that it
shows up at some points. These are called control points, and they usually exist to modify the smooth curves
or surfaces in Rhino. You can easily drag these and change the shape of
your curve or surface. And here I can just use
them to shrink down this side of my pool because I think it's too
large on this side. And also, I'm going to bring it back from
this side as well. And I'm going to stretch these two a little bit
towards the outside because I want the
lines of my platform to meet the curve of the pool. That's it. So now let's draw the lines for
our two platforms. I'm going to use the
edges of my openings. I bring them all the way until they show an intersection
with this curve. I'm going to draw the
other line from here. And I'm going to delete this one and start drawing
from the other edge of my chimney and the last line from the other edge
of my opening. It can get a little bit
tricky when you do this. So make sure you have
automde activated so that you accidentally do not
draw an oblique line, and it stays on the axis. Like so. Now I'm going to
turn them into surfaces. Let's use the curve
bullion command. Now, I just have to
select all these lines, and I'm also going
to select this, which is the line that
I had from before. Now, if I run it, it's
probably not going to work. So when I select, it doesn't give me these
two separate surfaces. The reason is that I haven't selected this small
area in here. So for this to work, I have to select the lines in a way to give me enclosed areas. So let's run the command
again and this time, I'm going to select the
chimney edge here as well. So you can see that these lines don't exactly have to be curves. They can also be edges of
my tree poly surfaces. So now hit Enter and just pick the two enclosed areas and also make sure that
it is set on surface. Now, hit Enter, and it
gives us our two surfaces. Now I deliberately modeled
these before I modeled the edge of this pool because I wanted to
show you another trick. Let's assume that we wanted
to add a little edge here. Let's give it I don't know, 40 centimeters like this. And we wanted our platforms
to meet the outer edge, and now they are going
to the inner one. In order to fix a
situation like this, we can use the trim command. As you have seen before. And I'm going to
just select this as the cutting object
and just click inside the areas
that I don't want, and you can easily fix
the situation for me. Now that I have these, I'm going to raise them by 10 centimeters because
if you remember, our floor at the ground floor here was raised 10 centimeters. So I'm going to bring them up by 10
centimeters like this. Let's hide a couple of these curtain walls so
we can see it better. These are two floors. This is the interior
one and our platform. Now I want to stretch the edge of my platform to meet
the interior floor there. I'm just going to rotate
very carefully here and select this one and drag it in until it meets
one of these edges. Now, there's a problem here that our curtain walls are intersecting
with the floor now. Let's bring the other two back, and I'm going to increase the height of this span by 10 centimeters and bring up the curtain
walls to fix this. Now, select this little edge here and drag it by
10 centimeters up. And I'm going to
move everything, these curtain walls
and the wall between them by 10 centimeters. Just click on this and hit
10 centimeters and Enter. I'm going to do
the same thing for my other curtain wall here. That's it. Now, let's bring this gene side as
well and fix this gap. Going to bring this
by 20 centimeters. Like so. Now, let's add a couple more platforms
to our landscape. So I'm going to start with the entrance at this
side of the yard, and I'm going to add a little concrete floor that goes from the entrance up to
the other ones by the pool. So let's zoom in
here, and you can see that our garden is
intersecting our entrance. We can fix this by using
the previous trick of control shift dragging from the left and selecting
everything here. And I have to note that it
has the ability to select the edges and surfaces of more than one object
at the same time. So here, we have both the wall here and the
soil surface here selected, and we can move
them both at once. I'm just going to adjust
the gumbo position by holding down
Control and dragging it to the right and just drag everything to here to
get them out of the way. Now, I'm just going to create a simple box by clicking
this edge first and this one and then give it
a height of 3 centimeters. And now I'm going to drag this surface until
it meets this one. Now, for the space
between these platforms, I'm going to add some sand and decorative elements
and small plants. But we'll get to that later. So now we have to add some other platforms here for
this outdoor dining area. Before that, I'm going to
model the tool shed here. I just basically need a
wall in front of it here, which I'm going to
draw using this line. I just then drag it up until
it meets the sidewall. And before I give it thickness, I can just drag a vertical rectangle at this corner and just
to create a door. With a height of 2 meters. And instead of a split phase, because this is only a surface, I can just use the trim
command and use this as the cutting object
and cut away this part. Now I just have to drag
it back and give it a thickness of 20
centimeters like this. For the roof, I'm going to
add another simple rectangle, simple box and drag it down
by typing -20 centimeters. That's it for our tool shed. Now I want to create a couple of platforms in front of the toolsht for the
outdoor dining area. So I'm going to start
with a box with a dimensions of five and five and the height of
10 centimeters. So I'm going to use this as a
base to form our platforms. I'm just going to drag it
and snap it to this side, and I'm going to drag the other surface to
meet with this wall. And then I'm going
to bring it back by an additional 20
centimeters. Like so. I'm just going to bring it
back by 10 centimeters again, and it is positioned
in a way now that it is 10 centimeters offset from this side and from this
wall at the same time. Now I'm going to
drag it back here. I can just place the
gumbal at this side and just align it with
my wall right here. Now, I'm going to copy
this by holding down Alt, and I'm going to bring it by 5.10 and make another platform. Let's make this more
than 10 centimeters. So I want to make this
the same distance as the distance between this edge
and this one, which is 60. I just have to add another 50
to this ten, and that's it. So I'm going to leave this area and fill it with some
decorative elements later. Now, I'm going to add another
smaller platform between these two big ones here so that they can have
access between the two. Now, I just draw a box
with dimensions of, let's say, 2.5 in 2.5 and give it a height
of 10 centimeters. Then because the distance between these two
platforms is 3 meters, which is the width of chimney, I'm just going to drag it
back by 25 centimeters, which places it exactly at the middle of
these two big ones. And for the distance
from this side, I'm just going to
give it one meters. So I just bring it back here
and type in one like so. Now, I'm going to create the surfaces between
the platforms. And for these, I mostly use
the curve bullying command, which is pretty versatile
when it comes to filling in the enclosed areas between
irregular surfaces and curves. So let's just run it. And now we have to start selecting all
these curves manually. There's a way we
can make it faster. We can just drag on the area around the part that
we want and like so, and you notice that
it also selects a couple of extra
curves, which is okay. However, we have to be careful
not to select anything in a different height that could possibly interfere
with this operation. So let's just test it. You can see that it perfectly selects it and turns
it into a surface. I'm going to do this
again only this time, I'm going to select also
the upper edges here, so you can see what happens when we accidentally
select these curves. Now, when I run the command, you can see that it only
creates a surface right here, which is because it's trying
to calculate it based on how it sees perpendicular
to my construction plane, which is basically the
grid on the ground here. And I have to look at it from a plan view to
see what's going on. So from this view, only this part is visible, and it's basically projecting
this onto the ground. I can keep clicking and
hoping that it would complete the other ones and join it to the ones
that I already have, which it does in this case. Or sometimes it just can't create a lot of problems for me. In which case, it is just safer to select objects
which almost have the same height as the area we're trying to turn
into a surface. So I'm just going to
turn this one into a surface and keep doing this
for the other ones as well. But before proceeding, I'm just going to add a couple
of lines here, separating the area behind the pool from the one in
front of it, because later, I want to add a different
floor design in here, and I don't want bony
to be the same surface. So I'm going to
add another line, which is perfectly
aligned with this one by holding down on the
end of this line, which gives me a
temporary temporary point which I can use as
a guide like this. And it is now separated. So run the curve volon again, and I keep selecting all
these curves carefully. Like so. Now I can select in the middle of them
and it gives me my surface. Now, the same thing
for this part. In order to not select any
curves from the upper floor, I just rotate my view like this and then drag and
select everything here. Let's see how it works. Okay, it seems to
be working fine. So it even gives
me the small area between these platforms
and the wall. I just hit Enter and you
can see how easily and fast I can create these surfaces using the curve bullying tool. Now, I'm going to
model the pool, and I'm going to
start by modeling this ribbon that runs
around the pole here. I'm going to use the
planar surface command and also give it a height of 10 centimeters to
align it with my platforms. So for the pool itself, I'm going to select
the inner curve here and drag it down by, let's say, 2 meters and just
turn it into a surface. I'm going to select
the curve again, bring it down and turn
it into a surface again, which gives me the
bottom of the pool. That was easy, and I only need to create a
water surface above it, but I'm going to do this
later when I'm going to make the materials and prepare the file
for the rendering. For now, that's
enough for the pool, and now I'm going to create the floor that is behind
the pool area here. For this, I'm considering to do a design
where the lines of the small concrete slabs run perpendicular to
the pool surface, and then they meet the
edge of the garden. I'm going to add a
little grassy surface between these concrete slabs. I start by selecting the
curve at the outer edge of my pool and also
these two curves which mark the start
of my new floor. I isolate this, and now I want to trim away
the upper portion of this curve and use the remaining one as a guide for drawing
my perpendicular lines. Now, I want to introduce a new command here
called array curve, which basically copies
objects along a path curve, and it also has the ability
to change their direction based on the direction of the curve at that
specific point. Now to demonstrate
this, I'm going to run it and give it this object, this curve, and I'm going
to give this as the path. Now it wants me to either
tell you how many items I want to copy or the
distance between these items. Now, let's give it
ten objects like so, and you can see that it already rotates them based on the
direction of the curve. However, we have to be
careful with this because if our object is not perpendicular to the curve at the start point, it's going to remain so for the rest of the
operation as well. So I'm just going to cancel this and draw another curve
which is perpendicular. We can verify this
when it shows on PRP. So I'm just going to
draw a curve with an arbitrary length and
run the command again, select it and select a path. I'm going to give it ten again. You can see that it
has now perfectly aligned the objects
along the curve. Something to note here is that
when we draw our objects, not on the start of the curve, but somewhere in the
middle like this, it can run into trouble. So if I run the command now and select it and select
this one as the path, you can see that it
makes a lot of mistakes in determining the orientation of these lines along the curve. So the best way to use it is to actually draw our
objects at the start of the path in any direction that we are considering
and then run the command. So I'm just going
to run it again. And actually, I'm going to make this a little longer because I want it to intersect with
the lines of my garden. So I'm just going to draw
a perpendicular line with quite a long length and
use the array curve command. And I'm going to give
20 for the number, which gives me this. And let's give it 25
to make them more. And now let's bring everything back and see how they look. This looks pretty okay except this part where
the curves are meeting. So I'm just going to fix this in the design by drawing
a couple of lines here and removing this
part of the curves, which basically
makes it a big tile. So the next challenge is to somehow turn these regions
into closed curves, so I can then offset them, which gives me some tiles and a grassy area
between the tiles. I'm going to use the curve
bullion command for this. So let's run the command, and I'm going to select
everything in this area. And one thing we
have to be careful about when we select
these is to make sure that we have our option
on combined regions equals no and output curve because we want curves in this
instance to offset later. So if it were on surface, it will give us surfaces. And if combined
regions is enabled, we will end up with
one big region instead of several smaller ones. So let's set these options, and I can now keep
clicking until I end up with many small curves here which I can
use for the offset. Or there is an
option to make this faster called all regions. So once I click it, it
automatically gives me everything that falls
between these curves. However, we have
to be careful with this because it can give us many unwanted closed areas that we have to spend time deleting after
running this command. So there's basically
a trade off between individually selecting
every region and using this option. And spending time deleting
the unwanted curves, which highly depends on the use case or how
we select our curves. So let's cancel the
command, and this time, I'm going to be more
careful with selecting the edges of my selection. Like so. Now, when I run the command and use the all regions
option and hit Enter, let's see what we have got. So I isolate these
and you can see that I already have some
unwanted curves here. One of them is this and
the other one here, and you can see it has turned all the intersections into
separate closed curves. So now I just spend
some time deleting these It's pretty
easy in this case, because it won't intersect my other curves when I drag
from the left to the right. So now we end up with our closed curves that
we can use for offset. We have to offset these curves. I can do this with a distance of ten or 20 centimeters
and the way it is done is to just click every
one of them and repeat the offset command until all of them are offset it
towards the inside. However, there is also another way we can
accomplish this faster. There is a command
called offset multiple, which basically, as the name suggests, offsets
several objects. I just select all of my curves, set the distance, which
is correct in this case, 10 centimeters and hit Enter, and all I have to
do now is to either click outside the curves or
inside one of the curves. It doesn't matter which one. If the curves are closed, it automatically
does the same thing for all of our curves. So let's select inside of them, and you can see that it
offsets everything inside. Something to note
about this command is if we have open curves, it could run into problems or offset curves towards
the wrong direction. But this is a very good command to use when we have a lot of closed curves that we want
to offset either in or out. So the next thing to
do is to actually feel these smaller curves using the curve bullying command and turning them into a surface. So let's just run
the command now. And this time, I'm
going to set this on surface and start picking
inside these areas. I'm not going to use
the all regions option this time because I
could end up with unwanted surfaces
because I already have the bigger closed
curves here as well. So I just quickly select
inside of these areas. I have selected this by mistake. If you select
something by mistake, you can just click
it again and it just removes it from
your surface collection. So keep clicking until all of them are selected
and then hit Enter. Now we end up with
our tiles here. Now, all I have to do is to also create a surface for the
grassy area between the tiles. Now, I want to use
a couple of tricks to get the surface
between these tiles. But before anything, I may need to select
these tiles later. So let's put them in a layer
so we can manage it better. So I create a new layer, call it tiles and just right colick and
change object layer. Now turn off this layer and
I'm going to make a surface, which basically is the union
of all these small curves. So run the Boolean command
and select everything. Make sure it is on surface and combined regions is enabled. So now I can just
click all regions, which gives me the
Boolean surface here and hit space and we end
up with one big surface. Now I want to use the
trim command to trim away the interior parts of these
curves from this big surface. So just deselect everything, run the trim command, and select everything
as the cutting object. And once you hit Enter, you can now just click inside these areas to remove these
portions from the surface. Like so, which leaves us with this surface that we can later use as the grassy
area between the tiles. One thing to note here
is that the reason I cut these tiles from the grassy
surface was that later on, when we render our project, I want to have treaty
grass in these areas. If I just use a big surface
for the grassy area, it just could show up through the tiles which is
not what we want. So that's the reason I cut this. But otherwise, if
you're just using a grass texture for rendering, you can just use a big
surface instead of spending time cutting the interior parts. So let's bring everything back and turn on the tile layer. Now the only thing I
have to do to finish my landscape design
for now is to add a couple of wooden logs here to use as shading for the
outdoor dining area. So I'm just going to draw a couple of vertical
rectangles here. With a width of 20
centimeters and a height of, let's say, again, 20. So I just put the gumball
here and drag this up and also bring
it to this side. And I'm going to give it
some depth and make it into a three D log
and bring it by, let's say, 30 centimeters. Now I'm going to make an array of these
to cover this area. By using the array command. This is the Y direction, so I need to add, let's say, ten in the Y direction and one
for the other ones. I'm going to give you 30 but let's make it
50 to account for the width of the log
itself and click. So that's it for this video. Now we have modeled
our landscape, and in the next video, we're going to talk about
adding something for the buildings around
our villa and also how we model
the lawn in front of our building and the
street which comes after it.
13. 13.Modeling_The Urban Environment: In this video, I'm going to add a little urban environment
for our villa, which basically consists
of some buildings, a lawn, a street and a sidewalk. I'm just basically adding some embellishments so that it won't look empty
when we enter it. However, I have to note that when you're
designing a real villa, you have to get plans from the municipality's
office and design the environment based on the existing site plans and the buildings
that exist there. However, because we have
an imaginary villa, I'm just going to model a couple of imaginary buildings
to fill the space. So I'm going to start by drawing the sight lines for a couple of other lands around our villa. So I'm going to need
about five of those, which is basically enough because when we want to look
at our villa, for example, this angle, I want it to be filled around the villa
and not fill empty. So I'm just going to start drawing some lines
here with a length of, let's say, 35, and I'm going to bring it
all the way to this line. And fill it. I'm going to do
the same for the other side. Let's just mirror this. And I'm just going to drag this and add a couple of more
lines behind our Biz well. I'm going to make this 40. Also, I'm going to copy
this or mirror it. Like so. So now we have a couple
of lines that actually mark different neighboring
villas around villla. And I'm going to just
draw a couple of blocks here that fills the lens. So let's just draw a box here. I'm going to draw
it with a length of ten and a depth of
20, just like vilala. And I'm going to give
it a height of three, a little less than vila
and let's rotate this. So if I hold down
Alt when rotating, it also copies it as
well as rotating it. And I can release alt
now and hold shift to make it oro like soap. And I'm just going to drag this upwards
by another 3 meters. And I'm going to give
it a sloped roof, by a split face. Like so. I'm going to Controls select this edge and drag it
up by let's 2 meters. So I'm just drawing very
conceptual blocks here. So I don't need to add a
lot of detail to them. I think this is enough
for this fella. Let's bring it in the
middle here almost. I'm going to copy this
to the other side and to make it a
little bit different, let's just split
the other face as well and make it a
little sloped roof. Like this. So I
just keep copying these and turning them
into different buildings. So I'm just going to
rotate this by 90 degrees and bring it to the side
or maybe in the middle. Also, let's make it a
little bit smaller. Yeah. So I keep coping a couple of
these and give them a little slightly
different designs. I'm going to make this one
flat. And remove this one. And let's make both
of these flat here. And I'm going to drag
this out like this. I think that's enough. So to
make it a little cleaner, I can just select this couple and run the merge
all coplanar pass, which removes the extra phase. And now I can just
draw a couple of walls here just by
extruding these lines. I'm going to give him a
height of 2.5 meters like villla I actually don't need to turn them into solid because we're going
to see them from far away and we don't need to add a lot of detail to
these lines yet. Now let's draw these
walls in here as well, and I'm just going to drag them to the two sides
of our buildings. And this curve is
actually one big curve, so I'm just going
to drag it here and then turn it into
a wall like this. So I'm going to mirror this
to the other side, let's say, based on the middle
of this line and just fix it or I can just move our villas
to fit between these. Okay. Now, let's add a little lawn area in front of our building
and the street after it. I'll start with
the sidewalk here and I'm going to draw the
lawn after the sidewalk. So let's just drag this
line to the two sides here, so it covers our entire area. And I'm going to
create a sidewalk by dragging these 2 meters inside. Now for the lawn itself, I want to have a grassy area and some paved areas for
the pedestrian access, the garage axis,
and the yard axis. So I'm going to draw
these all using a line. So I'll create a line here, drag it all the
way to the end of my villa to create
the grassy surface, and then I'm going to use
the curve again to draw separate surfaces in front
of these openings like this. Let's just have a
smaller one here. And a couple more here. Now, I want this surface, this one, this one, and also this one to
have a grass surface. So just create a layer, call it grass, and just put
the objects in that layer. I'm also going to give
it a greenish color so we know it's grass. And for the sidewalk
and the axis here, I'm just going to
create another layer, call it sidewalk and put our objects in
that layer like this. And let's also
create a little lawn in front of the
neighboring buildings so it won't look empty. I'm just going to draw a very simple lawn by
drawing this line here, one here and one here. So let's just put these in grass and this one in sidewalk. I'm going to do the
same over there, but we can also
mirror these using, for example, the middle
of this line like this. So that's it. Next, let's
draw the street here. I'm going to give it a
width of let's say 15. I think we're done
with the street because when we render, we're going to, for example, take a shot by standing here, and we won't see anything
behind the street there. So it's not necessary to model
everything behind as well. I'm just going to add some surfaces for these
villas as well in case we're going to see the
floor in some of our views. So let's just drag these
lines and fill these spaces. Okay. Now, we're pretty much
done with our environment. And in the next video, I'm going to make a little adjustments to
our Villas design and also add some elements such as doors and some other windows in some other areas
in our villa.
14. 14.Modeling_Design Adjustments+Staircase: Video, I'm going to make some design adjustments
on our Villa, as well as add a couple
of elements such as entrance doors and some
interior design elements. Although a full interior
design is well beyond the scope of this course and
requires its own project, I'm just going to design some main elements because they can be seen
from the exterior. And also later on,
when we want to produce some technical
drawings such as sections, these elements can be visible, and therefore, it's
best to just design a couple of them so that they can be seen in those
technical drawings. So I'm going to start by making some quick adjustments to the exterior elements
of our vela. So taking a look at
the back of our villa, I noticed that these two parts at the two sides of
our pool do not have a direct connection that
basically someone on the platform has to pass through the sand to get the
backside of the pool. So I'm going to fix this
by adding a couple of ties at the two sides
to fill this gap. So I'm going to
start by dragging this small surface back by, let's say, 2 meters. Also, this one, and I'm going to use a
command called arc, which basically draws
a part of a circle. And in that command, it asks me for the center arc, which is basically the
center of the circle. I'm going to use another
option called start point, which basically gives
me the ability to pick a start and an endpoint. And then use my mouse to
adjust the curve like this. So I'll just click here and I'm going to
create two tiles here, and I'll do this by dragging
almost from the middle of this surface and dividing
it into two tiles. Now I'm going to use
the curve bullying command to create
two curves here. Make sure that the
combined regions option is off and the output
is set to curves. So I'll just create
two curves here, and then I'll just
offset them by 10 centimeters. Like this. Then I can just delete the other ones and turn
these two into a surface. Now I just put my surfaces
into the ties layer. Now I'm going to do the same thing for the
other side as well. I just draw an arc using the start point option and put
the end of it almost here. Like so. For this one, I'm going to draw a couple more. So let's just draw some
perpendicular lines. Now, I'm not being exact here. I just want to show
you the technique, but you can basically make it very exact by
using commands such as array curve or divide to have an exact distance
between these tiles. So I just use the curve boolean command and turn these
areas into curves, and I'll just use the offset. Let's use the offset
multiple command here. So I'll just pick a point
inside and turn them into curves and just delete
the other ones. Like so. Now I'm going to
turn them into surfaces. And put them in their
appropriate layer. This is very important
because later on, we might need to
select all of them, and we need to be able
to do this quickly. Let's just do this now. Now, I want to add
a little depth to our ties here because right
now they are just surfaces. I'm going to select all of
them and drag them up by, let's say, 2 centimeters. As you can see, I
just extruded all of these tiles simply by dragging
and holding down control. So the next thing I'm going
to do is to do something about these wooden logs
here, this shader here. I'm thinking that the low height might make some people uncomfortable and
make this space a little bit claustrophobic. So I'm just going to add
some height to this part. So let's select our wooden logs. Okay, let's put them in a
layer so we can more easily select them later and also to give the
materials later on. So I'll just create a
layer, call it shader. And put these objects
in that layer. I'm also going to create some
new objects in this layer, because when we drag them
up, for example, let's say, by half meters, we need to add some other elements
to connect them to the wall down here. So let me just switch
to the shader layer, so the new objects go
directly to this layer. And I'm going to
create some boxes. I'm going to give
this box a width of 20 with a length of 20 and drag it out here and move it into place by
dragging to this part. So the next thing is
to just copy it along. I can use the gumbal
for this and hold down all and keep copying or I can use the array
command and make ten of these and make one in the Y direction in
the X direction, make ten in the Y direction
and one in the Z direction. So I just copy it like this. Okay. Now we can also do
some cleaning up here by turning these
two polysurfaces into one clean polysurface
without extra edges. We can do this by
a combination of Boolean union and
merge coplanar faces. And we can also speed things up by selecting everything in this layer and performing the boolean on all
of these objects. So I'll just run the
Boolean command, and then I'm going to use
merge all coplanar faces, which turns them into clean
polysurfaces, like so. All right. So the
next adjustment I'm going to make to the
design is this roof over here. I want to turn this
into a glass surface to provide some proper lighting for the staircase beneath it. So let's do this. And also, another
design consideration is that when we
turn it into glass, even if it has a slight slope and there
is a drain to direct the rainwater down is a danger that some water might be
stuck between the frames. So let's just make
this roof a little slanted so that the rain
comes down more quickly. And also, it adds some aesthetical value
to our exterior design. Okay, to make this slant, I'm going to cut
cut the profile of this wall from a side view
using the trim command. So let's find a proper view
the front view sounds okay. So I have to draw a slanted line with a
specified angle here. Let's say I want a line with
an angle of 20 degrees. In order to draw lines
with an angle and no, you have to select
your base point. And after that, you have
to add this symbol, which is the smaller
dance symbol in math and then type in your
angle and hit Enter. You can now see that the line is constrained to
that direction. So I'll just draw it with
an arbitrary link and just click and place my
line exactly here, which is the start of my wall. Now I'll just run the
trim command and trim it away using this line. Let's see how it looks
like in our treaty view. So I'll just get rid of this
and cap this surface here. Next, I have to draw my frames and the panels
between those frames. So for the frames, I'm
going to need these lines. However, I don't
have anything here. So I'm going to use
another command called duplicate edge. Basically, this selects
these edges and turns them into curves to be later used in other commands. So it gave me the
edges as curves. I'm going to shift select
and select this one as well. Now let's offset them
to create our frames. But before offset, I'm going to isolate them to see them better. And also, I'm going to create
a couple of extra frames, one in the middle
here and one here. So now I can use
the offset tool to create my frames with a
width of 5 centimeters. However, I can also use the curve boolean
command to create four closed curves and then
upset each of them inside. In this case, it's
going to run into a problem where the
middle part is going to end up with a ten
centimeter frame and we have to manually
adjust it later. So instead, let's just
directly use the offset. Let's just start the offset and I'm going to give it a
distance of 5 centimeters. And start offsetting
these lines here. For this one in the middle, I'm going to use
a distance of 2.5 centimeters and turn on both
sides and offset like this. Now, for the one in
the middle here, we might run into a problem. You can see when I offset, it's not lying on
our profile here. The reason for this is that it is offsetting in the
horizontal direction, which is basically the direction of the construction plane. Now, the construction plane is this grid that you can
see on the ground here, and many operations in Rhino are performed relative
to that plane. So in order to fix this, we either have to adjust our construction plane
and set its direction to our slope here or we can use another command that doesn't require the construction plane, for example, the copy command. Now, the copy command is, of course, very
much more simpler. But I'm going to introduce the construction
plane command to you to talk a little bit about
it and see how it works. So let's just delete
this one and this one as well and run the
command called C plane. In this command, you can do many things with the
construction plane. You can set its position or direction using
different options. So the options we are looking for right now
is called three points, which basically asks
us for three points. The first one is the origin, and the second one are the
direction of the two axes. So for one, I pick this one and the other one the other line. You can see that it has placed the construction plane on
our slanted curve here. Now, I can repeat
the offset command. And this time, for example, when I turn on both
sides and offset, you can see that it
perfectly lies on our curve. So let's offset by 5 centimeters
on this one as well. And now we can clean
this up and turn it into a surface using the
curve bullying tool. So for this, I'm
going to use a trick where I run the command
on all of these curves, and let's keep this option off these combined regions and have the output on surfaces. And now I just click all
regions and hit Enter. And you can see it has turned
into a lot of surfaces, but if we zoom in, you can see that there are a lot of smaller ones which
we need to join. So I'll just select these
panels and put them on a layer. Let's put them on
curtain panel glass. So I change their layer
and turn them off, and then select everything and join and then run the
merge all coplanar faces, which gives us one clean
surface as the frames. I can put this in the
frames layer here. And now let's bring
everything back. You can see that the
construction plane is still slanted, and
we need to fix this. Run the CPlane command
again and this time, click on the world
option and select top, which basically aligns it
with the top viewport, which is the default option. Okay, so now let's bring
these glasses back, and I'm also going to give a shorter name so we can
find it better next time. The next thing I'm
going to do is to work on the
interior details here. And for that, let's hide
these two surfaces. And I'm going to now draw a spiral staircase that goes from the ground floor
to the first floor. And the height
difference between these two floors is 3.9 meters. So now I'm going to draw
this spiral staircase. I'm going to start
with a small circle with a radius of 15 centimeters, which is the column
in the middle. And then I'm going to
draw another circle with the same center that has
a radius of 1.5 meters. This one's the radius that we designed this
staircase based on. So now I'm just going to
draw one of the stairs. And the shape of these stairs
is totally a design choice. So I'm just going to design
one based on my own taste, but you can just apply this method with different
shapes of stairs. I'm going to offset
this curve here, and I'm also going to draw another circle here to
give me a distance of, let's say, 40
centimeters in here, or let's make it
more. Let's make it. 60. I want to have a
pretty white stair. So I'll just draw lines from these two sides until
it shows up ten, which stands for tangent. And then I'm going to remove
this circle and this one. And also, I'm going to trim the interior
part based on that, which leaves me with this shape here that I'm going to turn into a surface like so, and then I'm going to give it a thickness of 5 centimeters. I'm going to apply the thickness in the negative direction here because I want this to start at a height
of exactly zero and then copy it along spiral
to reach the other floor. Now I'm going to introduce a
new command called spiral, which as the name suggests, basically draws a spiral. So just type in a spiral and it first wants
us to pick an axis, which in this case is vertical, so I just pick vertical here. And it wants me to give
it a height difference, which should be the height
difference of our floors. I just type in 3.9 at Enter. And click. And now you
can see that it gives me an spiral that starts from the first point and
moves up to the next. Now, it has a lot of options. For example, I can determine the number of turns before
it reaches the height. So if I type in five, you can see it turns five times before reaching
my desired height. In this case, I just want one, and now I have to
type in the radius, which in this case is 1.5. I hit Enter and I have to pick the start
point of this spiral. So if I click here, now it wants me to determine
the radius at the top. So I just type 1.5 again
and there is a spiral. Now, I can draw this again this time
directly on our stair, so type spiral, pick vertical and pick
this point in the middle. And start drawing
with a height of 3.9 and giving it
a radius of 1.5. For a start, I'm going to pick the start of my
stare right here. And for the end radius 1.5. This is the path curve that
I'm going to use to copy this sloong to fill
up my staircase. I'm going to use the
array curve command here and select the path curve. And this time, I'm going to select items and give it
a number of, let's say 20. You can see how it copies
it along the curve, but it is changing the
direction of our stairs. We have an option here
called orientation, which we can play with. So if I select to rod like, this only rotates my objects in the horizontal direction and leaves the vertical
ones unchanged, which is exactly what
we want in this case. So I just hit space, which finalizes the command, and as you can see, it created the staircase very
beautifully and very quickly. So technically, we don't
have the first stair, but I just added it here so we could run the
array curve command. So I just delete
this. And in order to check how much height I
have between each stair, so I just run the
distance command and it here and put
it on this point, which gives me 20 centimeters. It's pretty okay, but if I want, I can just go back and
repeat the command. And this time, I give
it like 21 items. So you can see very easily I can do this without having to copy and rotate objects
individually along this path. So this time, when I measure
the distance, it is 19.5. You can pick any number
that you want and determine the number of
items based on this number. So I'll just delete this one, and my stair also
has a column in the middle which I'm going
to use this curve for. I'm going to drag it up
and turn it into a solid. I'm also going to cap it, so it is filled. And finally, we have to add a support structure
for our stair. So we can do this by
using this line and turning it into a metal sheet that actually holds our stairs. And I'm going to do
this by dragging this line up a little bit
so it covers our stairs. If you have problem
when dragging this up, you can just hold out, which disables
snaps temporarily, and we can just smoothly bring it up here and
release the mouse. And now I want to turn
it into a surface using the gumbo by dragging
and holding control. I also hold hold to drag it smoothly and
then release the mouse. So now we have our
metal sheet here, but we have to cut
this upper part and this lower part and also
give it a thickness. So I'll just go into a viewport such as
the right viewport. And then I use the trim command and pick this curve to trim
the lower part, and let's draw another curve
to trim the upper part. Like so. And next, I have to give it a thickness. We usually do this
using the gumbo, but in this case, because the surface
is not planner, it's going to fail because once we drag it and
give it the thickness, you can see that it only
operates in one direction, and in other directions, it's going to turn
into an invalid model. So let's control Z, and I'm going to introduce a new command called
offset surface. So you basically offset a given surface based on the direction in each
point of that surface. So, to give you a demo, let's give it a large distance, for example, half a meters, and just hit space. You can see how easily and precisely it has offsetted the surface and turns
it into a solid. However, you have the option of not turning it into a solid. In this case, you have to just uncheck this and perform
the command again, and you can see it has created another surface which is
offset from the previous one. So let's just repeat it again. Turn on solid and give it
a distance of, let's say, 2 centimeters. And hit space. Now we have our support
structure around our stair, and we can delete
these extra curves now and bring this
staircase into our project. So let me just turn this into a block so we can
select it together, and I'm going to give
you a base point in the middle here
and call it stair. And now I can put my
stair into place. So I'm going to use
the top view port, which makes it a lot easier. And since the base
point is in the middle, I just use the gumball to drag this stair and put
it into place here. Now, I have to place it at the
center of this curve here. So because we have the center option
enabled in the snaps, I can just drag this on the edges of these curves until it shows me the
snap in the middle. Sometimes it can be
a little tricky, and it won't show
it from the start, but you can see now I have
snapped it to the center, so I can release the mouse now and it fits perfectly
into place. So let's take a look at it
in the perspective view. Now you can see that our
stair is perfectly placed only it needs to go up a little bit because our floor
starts at 10 centimeters. So I'll just drag it
up by 10 centimeters, which fixes the height problem. Now, let's take a look at
it from the other side. In here, we have to rotate
it by 90 degrees so that it faces the first floor when
we reach the last stair. So I'm just going to rotate
it by 90 degrees, like so. And lastly, we need to add a little floor here to join the stair and
the floor together. Now for this, we can use the curve bullion and
draw a couple of curves. But let's see a little new
trick using the gumball. I'm going to click
this edge here. If you can't click it, just
draw a line on it like so, and I'm going to extrude this using the gumbal
up to this edge here. You can see that because
they have different angles, they don't sit perfectly
on each other. I'm going to fix this by
Control Shift clicking on the intersection
of these two edges, which basically should
give me a point, which is called a surface vertex and dragging it into place. I'm going to do the same on
the other one like this. And it creates my floor. If you want to connect
it to the wall here, you can do another
command called extend surface and
basically pick this edge, which extends the surface while preserving the
direction of the edges. So I just extend it until
it reaches the wall here and it gives me my floor. So now I just have to give it a thickness of 30 centimeters. Like so, and then
I'm going to join it to this one using the
bulling union command and merge coplanar faces. Okay, that's it for stair. Now I'm going to add a
railing to this part, a glass railing, much like
the ones on the outside. So I'm just going to run the polyline command and
draw one polyline here, drag it up by 1.1 meters. And let's put it on
railing glass layer. For the top rail, I'm going
to move this curve upwards, run the offset command and put both sides option and give it a distance of 5
centimeters, like so. I'm going to turn
this into a surface and give it a height
of 2 centimeters. I'm also going to put
this on the top layer. I'm not being very
particular about this because this is only going
to show up in our documents, and we're not going
to render this part. So the next part is to
draw a couple of rooms, both on the ground floor and the first floor and also a
little bathroom next to it. So we already know the commands, so I make this quick. Let's draw a line from
here by length of, let's say, 4 meters, bring
it all the way back. I'm going to draw a circle here with the length of 2 meters to give us a distance
for the bathroom. And I'm going to use 1.5
meters and bring it back. Now, let's just join
this together and this And now I'm going
to extrude both of these up to this point
using the gumball. And now let's add a
couple of doors to them. So let's give it
a 90 in 2 meters. And let's give it a width of
70 and height of 2 meters. Now I'm going to trim
them away like so. And for the thickness
of the walls, I'm going to use the
offset surface command, which is faster than
using the gumball here. Now, give it a distance of 20 centimeters and
just bring it in. Do the same for the bathroom. And now I can just use merge coplanar faces
to remove these edges. Now, I have to copy these to
the ground floor as well. So I'm just going to bring
the gumball down here and then copy both of them and use one of these
edges as a reference. Now, in our ground floor,
let's take a look at it. It's 1 meter outside because the first floor was
offset by one meters. So I'm going to just bring it back by one meters like this. And also, you can notice that it is intersecting
our floor up here, and we can bring this
down by isolating it and selecting the surfaces and bringing them down
by 10 centimeters. Okay, now, the next
thing I want to do is to move my bathroom to
the other side because it is interfering with
the living room here. So I just move onto this side, and now I have to drag
this edge to here. Which fixes my problem. Now we have to add
doors to them later. But for now, let's
just go back here and draw a couple of walls for the garage and
the kitchen behind it. So I'm going to height this, and let's take a look here. You can see that the floor is reaching to the
garage as well, and it has a height
of 10 centimeters. We don't want this
height for the garage, and we want it to be
at the street level. So I'm just going
to draw one line from this intersection and
give it a length of 5 meters. I'm going to return
it to the wall here. Now I'm going to use split face to cut this part
from our floor and let's bring it back also by another 1 meter to keep some space for the
entrance and maybe use this places to put some tools. So let's drag another
floor for this part. And also, let's fill this
small space here as well. I'm going to join this together
and merge co planer pass, and there we go. Next, I want to draw
some walls here. So I'm just going
to drag these up up to this edge and place the
entrance door right here. So I'm going to
give it a width of 90 and a height of two. Like this. And let's join
these two together and offset surface. To this side. Okay, that's it for our parking, and now I want to add a
small kitchen to this side. So I'm just going to drag
a polyline from here up to here and offset it
by 60 centimeters, which is a normal depth of a
cabinet of a ground cabinet. I'm going to bring it
up by 90 centimeters and cap it now, I'm going to copy it
for our upper cabinets. And in copy, we have an
option called vertical. And if I turn this on, it only goes up and doesn't move around in
the horizontal direction. So I just copy it up here
and move it by another 50. Now, the upper cabinets usually have a lesser width
than the ground cabinet. So I'm just going
to move the back by 20 centimeters. Like this. And also, I'm going to just
move this one back by, let's say, 3 meters. And also, I'm going to
move this back by one so that we can put a
fridge at this point. Okay, we are almost finished. Now, there are a couple
of finishing touches and cleanups that we can do on
the model before proceeding. So let's just get
to them quickly. I want to join the
separate surfaces that are intersecting, and there are also other
intersections between the chimney and the walls and floor and chimney and so on. So it's important to clean this up because we want to produce our documents such as sections and elevations
directly from the model, and having these
extra lines can make our model inaccurate and
also can increase our time. So let's just get to it fast. I'm going to boolean union these two surfaces and
merge coplanar faces. And also, I'm going to run boolean difference between
these walls and the chimney. Make sure the delete
input is set to no. So as you can see, it subtracted my walls
from the chimney. I'm going to run the
Boolean Union command again and this time, I'm going to join all
of these poly surfaces together and merge
coplanar faces. Now, let's take a
look down here where a wall is intersecting the
upper wall and the floor. Let's run Boolean
difference and select these and subtract our walls. Now we are done
with the cleanup. However, for the doors
and openings here, I want to add some simple doors. You can, of course, pick more complex doors and
design them individually. But since this is a
minimalistic villa and I don't want to spend
so much time on this because the commands
are almost the same, I'm just going to
drag these edges down and make very simple doors. I'm going to put them in
a layer called doors. And I'm going to
give them sort of a blackish color to contrast
with the walls up there. I'm also going to
fill this space here. So it appears we have brought
it down a little too much, so I'm just going
to return it to this surface here and
this one as well. I'm also going to
give them some depth, like I don't know,
2 centimeters. And let's do the same thing
for our interior doors. I'm going to hide these
and I'm going to pick the edges here and here and just drag
them down like this. I'm going to put these
on another layer called doors interior. And let's give it a brown color. Later on, I will add some
wood materials to them. But for now, let's just
make them different so we can identify them better. I'm going to drag
these two down as well and put them on the
correct layer, like so. Now, let's take a
look at our chimney, where it is intersecting
the floors. I'm just going to use
boolean difference and subtract all
of these floors, including my ground floor
from the chimney, like this. And now we can make the chimney hollow by drawing a
rectangle on top of it, offsetting it by 20
centimeters and using the split face to cut
through it like this. You can see we have a chimney that is not
intersecting anything now and we can also
delete all these curves, and now we are done
with our model. So in the next video, I'm going to work on
materials and how to assign them and how to preview those materials based on layer.
15. 15.Presentation_Materials: In this video, we are going
to learn about materials. By using materials, we basically can enhance the
look of our objects by adding images or textures to them that represent
real world materials, such as bricks or
stones, and so forth. And we can also enhance
those images using effects such as
reflections or bumps. So we have seen how we
can enhance the look of our objects on a
preliminary level by changing their color. We have done this through
the Layers panel, but we could also do this on an individual basis by going to the property tab and changing the display color or print
color of our objects. Materials basically
work the same way. So we can change them
either individually per object or we can change the
material for an entire layer. So to start, I'm going to middle click and click
on this blue sphere. This is called the
rendered viewport. As soon as I click it, you
can see that it changes my objects to a single color
and applies shadow to them. So in this viewport, we have the ability
to add shadows, sunlight, as well as
materials to our objects. This can also be
activated by clicking this drop down and
selecting render. So I'm going to use this
to show how we can apply materials to our objects and how they are going to look on them. So to start, I'm going
to assign, for example, a stone material
to these surfaces to the surfaces that I have
here and also our chimney. So you notice that they
are on the default layer. So let's put them
on a new layer. I'm going to call them stone and change the
layer of my object. And you notice that we also have an option on the layers
panel here called material. So we can simply click this
small circle icon here, which brings another menu for us called the
layer material. And here we have the
ability to either choose an existing material
or make a new one. So I click this large
drop down at the top and select this top item here, and it gives us the ability to choose from a variety of
different material types. Basically, we can create most of these using
the custom materials, which is a general
purpose material we can use for
most of our needs. So I'm going to just click this, and it brings a sort of properties for me
that I can change. And by these, I can change how my material looks in the
viewport and the final render. So first, I'm going
to name this stone. I have learned by
experience that it's very important to name your
materials, your layers, and everything else
very correctly according to what they
do because you can easily get lost when you have a large number of objects and materials that
are applied to them. So I'm going to call this
a stone and hit okay. So now the layer has a
material called stone, but nothing is shown here. It's because I have to change the properties
of that material. So let's click it again. And this time, I'm going
to change the color here. For example, to orange color, you can see that immediately it is reflected on my objects. I hit okay and if I change
back to the shaded viewport, you can see that we
don't see it anymore. It's because Rhino displays the color property in the shaded viewport and it displays the material only
in the rendered viewport. If you want to see our material, we have to go into the
rendered viewport. So let's go back
there, and this time, I want to change this
color into a texture. So I'm going to open up
my materials menu again. Notice that in addition
to clicking in the layers tab in the layers
panel here under material, we also have the ability to
go to another menu here. By clicking materials up there, and it presents us with a
list of all the materials that we have in the project and their properties
once we select them. So we can drag this up to
see the properties better. And here, I'm going to
click this drop down, and this time, I'm going
to pick assigned texture. This opens a dialog
for me that allows me to select any image
file as my texture. And now we have the ability
to select any format, for example, such as JPEG, PNG, Bitmap, TIF, et cetera. So for demonstration,
let's just pick this brick texture that was
already opened in the dialog. And see how it looks
in our object. The first thing you'll
notice is that the size of our material on the
object is not quite correct. So fixing this is one of the most commonplace
operations that we do when we assign materials to
objects in any TreD software. So in Rhino, we can fix this by clicking our object,
going to properties. And here we have a tab
called texture mapping. Which basically refers to all
the techniques that we can use to determine how the texture looks on the
surface of our object. Now one of the most
commonplace types of surface texture mapping that is used in architectural visualization
is called box mapping. So in Rhino, the default
is set on surface, and we can change this to box. You can see that we also
have other varieties, and we're going to
use a couple of these throughout this course. But for now, let's
just select box. What this does is basically
tries to project this image from a different of
a box to our object. Works very perfectly on objects that are
usually rectangular or have their side in the
main axis directions. It can run into some
trouble when we are working with curved
objects sometimes, but it won't be much noticeable, and in those cases, we can also use other
techniques to fix that. So let's now fix the
size of our breaks here. Now the options we have
to control the size of our texture are down here. The first one is
called X Y Z size. So here we have the
ability to change the texture size in any of
the main axis directions. So if I change two to three and this one
to three as well, you can see that it is
actually changing how my texture is stretched along
the two X and Y directions. If I change the Z to one, you can see that it actually compresses my texture because it is telling it that the height of the
texture is one meters. So I can set these numbers based on the real dimensions of my texture to have a physically correct
texture on my object. So let's just, for example, put this two or even
1.5, like this. And I'm going to make
this, for example, 70 centimeters, which
looks quite okay. We also have the ability
to change down here. This is called the UVW repeat, which basically is another
way to increase or decrease the size of our texture
by changing the number of times the texture is
repeated on our objects. So I can, for example, change the two and you can see that it repeats twice as
much or in other words, makes it twice as a smaller. So I'm just going
to set this to one. We usually are
going to deal with the upper option
here because it is more accurate to change
the texture on our object. Now, let's just turn this into a stone texture
for the wall here. So I'm going to go into
the menu, and this time, I'm going to click Replace texture and pick
your stone texture for it. I'm going to click this one,
which looks quite okay. And for the size, I'm going to set it to
a size of, let's say, 3 meters in the
horizontal dimension, and let's put it
to 2 meters here. I'm going to make this five. And it looks quite okay. I'm going to put this to 2.5. Like so now we can keep doing
this for the other objects or we can match the properties of
the other objects to this one that we
have already fixed. So to do that, we should just click an object and
use this option, which is called match mapping. And then I click on the object that has
a correct mapping, and you can see that it changes
my target object to this. And another way that I can
speed up the process of texture mapping is to select several objects before
starting this mapping and Use match mapping to change
the mapping on both objects. So now let's keep adding
textures to other objects here. For example, the
next one I'm going to add a texture
to is the grass. So I'm going to go to my grass layer and here,
add a new material. And add a grass texture to it. So I already have a lot of textures here that I use
in most of my projects. You can just easily look up most of these textures by typing, for example, grass
texture or stone texture. I'm going to talk
a little bit about the correct way a texture should be to be
using the software. But for now, let's
just add a couple of these and see how they
look in our objects. So again, you can see that different objects are
stretched differently. So having our objects
inside a single layer helps a lot in selecting
and fixing these problems. So I'm just going
to select objects, and in texture mapping, I'm going to put them on box, which gives them the same size. And this time, I'm going to lock this and
change this to three, which changes all the
numbers together. And you notice there
is a little line that can be seen when the
texture is repeating. This is not very desirable, but in case of our grass, it's not very noticeable,
but in other cases, we might want to avoid this. I'm going to talk about
how we can do this. When you use textures
in software, it's very important
where the texture starts and where it ends
in every direction. And if they don't match, we can end up with
lines like these, and as a result, it won't look very
realistic in our model. So one way to make
sure that this doesn't happen is that when you're trying to look
up your textures, make sure to add keywords such as seamless or tiilable
or repeatable. Or alternatively,
there are a lot of websites that already offer high quality textures for free, and you can use them to
download your textures. And in this way, you can make sure that
not only they can be repeated without
having these edges, and they are also
very high quality and offer very realistic
results in your model. And I'm going to demonstrate
what could happen if my stone texture had a problem and was not
repeatable on my model. So let's just go into
the layer and I'm going to click on replace
to open the dialog here. And in the stones, I'm going to edit this
texture a little bit. And let's say I want to
crop it a little bit so that the end does not match
the start of the texture. So I'm going to set a copy, for example, in the same folder. And I'm going to give
this to my object here. So let's hit Okay and see
how it looks on my object. Now, if I zoom in,
you can see this line clearly and how the
stones don't match. So this is a problem that can happen if you don't
use correct texture. Other instances that can be problematic is when you
have different lighting on the two sides of your texture or your texture is not
directly facing the camera. For example, the
picture is taken from an angle which has a
perspective depth. So I'm going to just bring back the correct
texture for this. And by using these techniques, we can make sure that
our textures are correct and realistic and we can
use them for our objects. Now, I'm going to talk about a different kind of material, and that is the
glass material here. For the glass, we usually
don't add a texture. Instead, we want the light to go through the object so we can
see everything behind it. So I'm going to make a material for the
railing glass layer. And here, instead of
changing the color, we need to increase transparency so that
light can get through it. And this is done
very easily by using this slider under transparency and sliding it to the right. So I'm going to slide it all the way to 100% and hit okay. And you can see that
it is now transparent. So I'm going to apply the same material to my
curtain panel glass as well. So just click this and hit Okay, and you can see that it easily applied this
material to my glass. Now, there are other
settings that I could tweak in order to
make this more realistic. But that's enough for now because we're going to get
to that in another video. So I'm going to keep adding materials to my
other layers as well. So let's add a material
for our sidewalk here. So let's make a material. Call it sidewalk and
give it a texture. As I said, I already have a collection of these materials, and I'm going to put them in the project files so that you can access
them later as well. So I'm going to just give this
a simple paving material. And now we need to
fix the mapping. So let's select them
and put it on box, and I'm going to
give it a size of one, and it looks good. Next, let's take care
of the street here. We can put it in a layer and
change the layers material. However, because this is the only object
with this material, which is the asphalt, I'm just going to change the material for this object only without creating a layer. So to do this, go
to the properties and select second icon,
which is called material. And here, I'm just
going to create a new material and call it
asphalt and give it a texture. And let's change
the size as well. And I'm going to put
it in three by three, and we can also come back and change
this if the need arises. So now let's take a
look at the yard. And I'm going to change
this soil material here. And let's give it a material, call it soil and give
it a texture again. That looks okay. And I'm going to put it on box mapping and give it a number
of, let's say, four. Looks pretty good. And
now for these tiles, we already have them on a layer. So I'm just going to
select the material for the ties layer and
create a new one, call it concrete, and I'm just going to
assign a texture to it. This one looks okay, and it seems to be pretty okay
when I look at it now, so we don't need to change
the mapping for this. But if we do, all
I have to do is just select the objects and go to the mapping and just put it on box and set it to
the appropriate size. Now, I'm going to also put these in the ties layer as well. So I'm just going to
change the layer. However, they have a wrong
mapping on this part, so I'm just going to match their mapping
with one of the tiles. Let's also add
these two platforms here to the ties layer. So I'm going to match
their mapping with this. Now, about these
two platforms here, I'm considering to make
them wooden panels. So with a direction that
runs towards the pool, I'm going to create a layer, call it platforms, put my objects in there
and give it a material. I'm going to call
it wooden panels. And let's give it a texture. I think you already
have one here. This one looks
okay, so let's give it this material and
see how it looks. Okay. So in this case, let's just go and put it on box and see the
direction here. So the size seems to be okay, but the direction is wrong. So how do we fix that? So if you want to fix
the direction of a map, you can do this under
here by UVW rotation. So I'm going to try the
first one and set it on 90. That doesn't work, so I'm
going to use the second one. And then the third one,
which does the trick. So you can play
around with these and see which of them just suits your needs better because each object might have
different rotations. It's not very easy
to tell which of these three axes are going to work on your
particular object. So let's make these also
a little bit smaller. So I'm going to just set
the size to 1.5 like so. And next, let's deal with
these gravel surfaces here. So I'm going to select them and put them
on their own layer. I'm going to call it gravel. And let's give them
a gravel material. Now, these are basically
small pieces of stone that are common to
use in some modern villas. So I'm just going to
go here and look for gravel and let's
select one of these. Let's see how they look.
This one looks good. So I'm just going to give it
this material and it okay. Now, I need to fix the size of these gravels, and for these, I'm going to give them a
size of, let's say, three. Make them a little
big, but not too much. Now let's deal with the
grassy surface under here. So I'm just going to put
this on the grass layer. So I'm going to change the layer and let's reduce
the size a little bit. I put this on five. Looks pretty good. And now let's give a material
to this pool. We got two surfaces here, and I'm going to
join them together, and for the material, but I'm going to call
this pull tiles. And let's give it a texture
of blue pull tiles. So I think it was here,
something like this. And now let's adjust the size and put it into box.
Looks pretty cool. Now, for this edge here, I'm going to add a
concrete material for now, but we can change this later. So I'm just going to give this concrete and adjust the size
again like this. The next thing I'm
going to do is to give material to this little edge
here and the wall behind it. So let's give both of them the stone material
that we had here. And let's set the same size
as our other walls like this. Now let's add a material
to these frames here. They already have a layer. So I'm just going to go to the frames layer here
and add a new material. I'm going to call this frames. This is basically a
simple blank material. So I'll just put this color at this position here
and you can see that all of my
frames are changed. So I'm going to
also apply this to the top rail here. Like this. This creates a very
nice contrast between the white color of my facade and the black
color of the frames. So from a design standpoint, I think it's better to add some flushing to the top
of this wall here and also to the edges of our roof up there to enhance this contrast. So I'm just going
to do this very quickly using a
couple of polylines. And offset them, and let's give it 30
centimeters for this. I'm going to drag it
up by 3 centimeters. As you can see, it creates
a very nice effect. So let's just add
another one up there. Okay, I should have
picked the interior edge. So let's offset it by
20 centimeters without the cap like this, I can delete this one, and then I'm going to
offset it again this time with depth of 25 and
with a flat cap like this. I'm going to give it a depth
of 3 centimeters again. Let's also offset
this small part here. Like this. Okay, so we are pretty much done with
our exterior elements here. Let's just add material for these floors at the first floor and the ground
floor of our villa because they are visible from the outside and also we need to apply different materials for the balcony for the terrace
and for the interior. So this is one big
surface because we use BoleonUnion before to turn
it into one big surface. We can separate
small subsurfaces from this using the
split face command. So I'm going to just draw a couple of curves here
so that I know where the walls begin like this and also another one here just
after the door frame. I'm not going to draw
this all the way. I just need a placeholder so
that I know where to cut. Then I can select these
along with my surface. Like so and isolate them. Now, we can see pretty clearly that this line here needs to go all the way to here
and from here as well. And also, I'm going to
extend this line until it meets this edge. Like so. Now split face, and I'm going to select all these
curves and split it. Now we can select these
surfaces separately, and for giving them
different material, we need to detach these
surfaces from our floor. So to do this, I'm just going to run a command called
extract surface, which is basically called
extract RF in the command here. So after running this, these are turned into
different objects and I can select
them differently. I just have to give
them a material. So I'm just going to put them in a layer and
call them, for example, terrace, and give them a material with a
corresponding name. For the texture, let's give
it a simple exterior tile. Let's take a look
at our tiles here and This one sounds okay. Let's fix the size. Okay, that's enough for now. I'm going to give
the interior floor also a different material, but we have to be
careful because if we apply the same material
to all of the object, it's going to show up in the ceiling in the
lower floor as well. So I'm just going to extract the upper surface from this and give the material
only to this one. So because we have also
the ground floor as well, I'm going to create
another layer for this and call this interior floor. So I'll just put it in this
layer and give the material. I'm going to use the same name. And for the texture, let's give it a large
tile texture here. So I'm going to use this tile. And because we got four
tiles in the picture, and I want the width of each tile to be almost
80 centimeters. So I'm going to give it
a dimensions of 1.6, like so, which makes each
tile exactly 80 centimeters. So let's bring
everything back and also apply this material to
our ground floor here. So let's rotate inside
and extract this surface. And I'm going to put it in interior floor and also
fix its size like this. Now, we are pretty much
done with materials. If we need to, we can
change the material of other objects later when we are preparing our project
for the rendering. So in the next video, I'm going to talk a little
bit about how we can make this more realistic and by tweaking the settings
of our sunlight and also adding backdrops and
some reflections and final controls
to our materials.
16. 16.Presentation_Rendering: In this video, I'm going
to use a couple of rendering techniques to enhance the visual aspect of our design. But before getting into that, let's talk a little bit
about rendering in general. We already know what it means, and I have used the
term during the course. But let's take a step
back and see what kind of rendering techniques exist and where rhino stands
in this spectrum. So when I say rendering, I basically mean any
process or technique that can help to display
objects in a treaty scene. So by this definition, what
you see here right now in shaded viewport is
also a rendering, however, a very simple one. When we turn on rendered mode, this is also a rendering. Only this time we
have new layers of visual information laid
on top of our model. And this is basically
what rendering does. It adds layers and layers of visual information
on a treaty model. So in this case,
we have textures and a default lighting that
is applied to the scene. Now we can keep adding
these layers until we reach a satisfactory result based on the type of project
that we are doing. Sometimes we might want to have an animation
style rendering. Sometimes we might want
to have a realistic one, like in architectural renders. So these layers can be a sunlight and
environmental lighting, some reflection, and so on. And these techniques
are not only limited to render settings
inside the software. They can also mean we can tweak materials and
the model itself, and we can keep
going back and forth between these until we
achieve the result. Now there are generally
two kinds of rendering. One of them is CPU based and
the other one GPU based. And you might have heard the
term real time rendering, which is what you
see right here. It basically means
you can change the model as it is rendering, and the changes are reflected
immediately in your render. So it requires the
rendering to be very fast to be able to
reflect the results. However, in this case, we might lose some accuracy
because it is trying to approximate things such as indirect lighting and some
high quality effects. The other hand,
in CPU rendering, it takes a lot of time to
render a single frame. However, that rendering is
physically quite accurate. So we've got very accurate reflections and
indirect lighting based on our settings,
but it takes more time. Now, I'm going to take an approach using
real time rendering. Because of it speed, it
is suited much better for architectural projects because
in a realistic setting, the client usually
makes a lot of changes, and we architects also want to make a lot of design changes and see the result very fast. So real time rendering helps
us to save a lot of time, and it doesn't break up our creative process by having to wait for the
rendering to finish. Now Rhino has the ability to
use both kinds of rendering. For example, the rendered
viewport is real time, and for more accurate renders, we can use the Rhino render
to get more accurate results, but it takes more time. We can also install plug ins, such as Inscape or VRA. In this case, I have
Iscape and I'm going to explain this in
another video to see the potential of using this rendering engine in
enhancing our visuals. Okay, so now let's
light up our scene. Generally speaking, when we want to add lighting to
any three scene, we got the option
to either apply a daylighting or
artificial lighting, which is often used for nighttime renders or
interior renders. In this tutorial, I'm going
to focus on daylighting. Now, for a daylighting scenario, we need sunlight to simulate the direct light
coming from the sun and also an environmental
light to account for the indirect effects
of the light on the scene. Now, these settings
can be found in the rendering tab next
to layers up here. And I'm going to scroll down until I find the
setting for the sun. And if I check this, you can see that the
sunlight is activated, and it has also
created a shadow. The setting for the sun
is on the sun settings, which brings up
this menu for me. Now, there is an
option to change the intensity and
also the direction from which the
sunlight is coming. Now, if I increase
the intensity, you can see that it
increases the sunlight, but we have to be
careful because it can create burnouts
in some areas. Now, I'm going to
set it back to 0.5, and we also have the
ability to change the altitude and the
horizontal direction or the Azimut of the sunlight. Now, I'm going to
just leave it here. We're going to get
back to it later. We also have the ability to set the sunlight direction based on the time of day
and month of the year and the geographical location. It can be activated by unchecking
manual control up here, and you can see now that we
got the ability to change the month the time of day and also the
geographical location. This is very good for simulating a certain lighting scenario in a building that we are doing. But for this tutorial, because this is just
an imaginary building, I'm going to just disable this and control the
sunlight manually. The next setting which is very
important is the skylight, which accounts for the indirect
lighting in the scene. Now, if I turn off
this option here, you can see that
the shadowed areas in our model become
completely dark. And the reason for this
is because there is no indirect lighting
contributing to those areas, and only areas that are directly visible to the sun become lit. So you can see that this is
a very important option. Now, let me just
turn this back on, and to understand it better, let's take a look at what happens if I change
the background color. I'm going to scroll
up a little bit and change the solid
color on the backdrop. To, let's say, a red color. Now, you can see that it changed not only the
background color, but also the lighting, the indirect lighting
on the model. This means that
indirect lighting is calculated based on the
color of the background. Now imagine that instead
of a single color, we have a picture
as a background. For example, a picture of a sky. Now, in that sky, there might be bright spots such as clouds or the sun or even objects such
as trees in the background. Now, the way indirect
lighting works means that the color of those trees and the
blue color of the sky is going to affect the
lighting color in our scene. Now, to see that in action, now let's put a picture for the background and
see what happens. Now, there are certain
file formats that can be used for these scenarios. Actually, there are
formats such as HDR files that are specifically designed to be
used in treaty softwares. They're pretty much like
panoramic pictures that try to capture an entire scene in
a 360 degree environment. Now to activate
those, we have to use the option 360 degree
environment here. And I can add this
file to the project by either clicking
this dropdown and defining a new environment, or I can just drag
and drop the file directly inside of
my rhino project. So I'm going to just
bring it to the site, and I have this file
already opened here. Now, after dragging this, it asks me what to
use this file for. I have this check which is okay, so I just hit okay. And you can see that it applied the environment automatically
to the background. Now, you can see by
rotating around the model, it also rotates the background, which is the important feature
of these kind of files. And also, it is applying
lighting to our scene based on the color of the pixels that are
inside the file. So for example, if I look at it from the
direction of the sun here, you can see that this side of my model is lit up by that sun. However, on the other side, there isn't much lighting. So to compare,
let's just turn off the sunlight and take a look at how it is applying
light to our scene. Now, we can increase the
intensity of this environment by going to the drop down here and clicking
on this pencil icon. Now, it brings up a
menu where we can edit the intensity and the direction of this environmental lighting. Now, I'm going to scroll down and increase the intensity
to, for example, three. Now it updates a
preview for me where I can see how it affects
a couple of objects. When I hit Okay, you can see
it applied to our scene, which made it better. Now, if I turn the sun back on, you can see the
shadows come back. Sometimes in an HDR file, the shadows are not that strong. So we may need to combine an actual sunlight with the skylight to get
a proper effect. But you have to be
careful to align the sun direction
with the sun picture inside our environment
because otherwise, it could create some
discrepancies in the lighting. So I'm just going to go to the sunsettings and
rotate the sun. So it is almost in
this direction, which is logical based on the direction of the
sun in the picture. And there is also an option for using a custom
environment for skylighting, which basically means that it uses another environment file other than the background
to receive light. I personally wouldn't do
this because it is kind of counterintuitive to
have a background and the model receiving
a different light. So I'm just going to turn
this off the next thing I'm going to look at is a couple of settings that can
enhance our shadows. Now, I'm just going
to zoom zoom in on this shadow here and go
to the properties panel. Let me just drag
this to the side so we can see our
shadows better. And let's bring this
up a little bit like this, and that's fine. Okay. So in the
properties panel, let's go down here to view
display modes and rendered, which is the activated
view right now. So if I expand this, you can see that there is
an option for shadows. And in this part, we have a couple of
sliders that we can change to change the quality of the shadow inside
of our viewport. For example, the one called
skylight shadow quality. I can change the
quality and you can see its effect on contact
shadows in our walls here. So higher numbers are
generally better, but it comes at the cost of
your hardware resources. So you have to be careful not to slow down your viewpoint very much when increasing
these numbers. Another interesting
option is called soft edge quality versus speed. So if I drag this slider up, you can see that my shadow
edges become smoother, but it comes at the
cost of speed again. Sometimes I just might want sharper shadows for
certain scenarios, so I can just
decrease this slider. I'm going to put
this in the middle to have a soft shadow here. Now, there are other
options that you can tweak and see how they
affect the rendering. There is also an option to
change the shadow color. I recommend to leave it at black because if you change it to
another color and here okay, you can see it affects
our model like this, which is not very natural. It might be desirable for certain scenarios and
certain styles of rendering, but for our purposes, I'm just going to
leave it on black. And we can also change its intensity by
decreasing this number, which is a personal preference. So I'm just going to put it on 100 to have a nice contrast. So that's it for a general lighting setup
for our rendering. We can always come back
and tweak these settings. In the next video, I'm
going to work a little bit on my materials and how they interact
with the lighting.
17. 17.Presentation_Materials 2: In this video, we are
going to increase the realism or scene by using
some material techniques, including bump maps
and reflections. So to understand
what a bump map is, I'm going to show you
how it works in action. So let's zoom in
on this platform here on these wooden planks
and open up the material. Now, I'm going to scroll down, and in this section where
it says bump Normal, I'm going to click on this
and choose this picture. I have made a smiley face
picture as a fun example to simply demonstrate
what a bump map does to our surface.
So let's open this. And you see that it has created a smiley
face on our surface. However, it has not used
the colors in that picture, which were black and white. So basically what a
bump map does is create an illusion of depth on our surface without actually
modeling that depth. Which is a very
important feature in every rendering engine to create realism and add realistic
details to our surfaces. So there is a slider next to it. I'm going to increase
the percentage, so it has a more
stronger effect. And you can see this here and let's look at it from the front. So in that picture, there was a gray
area around the eyes of this smiley face. And the way bump maps work is the more darker the
darker the pixel is, the more depth is going
to show in the bump maps. So the darker areas in the
middle kind of has more depth, and the gray area around
it has less depth. So that's how a bump map works. And now to make this useful, we have to choose a picture
that resembles our color map. And the dark areas in that
picture should align with the parts that we want to be
recessed in the material. So for our wooden planks, I'm going to use a picture that, for example, has dark
areas for these parts. Actually, I can use
the same picture that I used for the color map
for the bump map as well. And it has some interesting
details on it that can be used to create the
illusion of depth. So let's click the material, and now I'm going to right click on this
texture and copy it. And on the bump map,
I'm going to paste. So it has used the same map now, but the effect is
not very strong now. If I check and uncheck this, you can see there's
a slight difference. However, it is not
showing very much. So it is very important
what picture we use for the bump map and where the
dark areas are defined. So let's choose a more
appropriate picture for our bump map. Now, I'm going to browse, and this time, I'm going to
select one of these files. Now, when you download a picture
to be used as a texture, you might come across additional files in the same folder. These files are intended
to be used as maps, such as bump maps, normal maps, height maps, reflection maps, and so on. However, some of these maps are not supported
by rhino materials. So I'm just going
to use bump and normal maps to demonstrate
how they can be used. So before going
to do normal map, I'm going to choose one of these maps that has some
dark and light areas in it. So if I choose this, you can see that actually, it has not improved the bumpiness on our
material very much. So if I check and uncheck this, you can see it does not
make much of a difference. But now let's choose another
one called the normal map. So I'm going to select this one. You might have come
across pictures like this with these coloring. Now, the difference between a normal map and a bump map is that normal maps not only
include height information, but also direction
information as well. So it basically
tells the lighting what direction the edges of
these planks are facing, which creates a far
more realistic result compared to a simple bump map. So let's choose this normal
map and see what it does. And now that's a big difference. So you can see that when an appropriate picture is
used for bump or normal, it can make a large
difference in our scene without the additional time required to model these
individual planks. Now, let's do the same thing with another texture
in our scene, for example, this wall here. So we got a stone texture here that if you look at
it from the side, it shows that it's
only a flat texture. So we want to add some
depth to this one as well. So let's open up
the stone material and give it a bump map as well. Now, I'm going to repeat this
same procedure and start with one of the simple
black and white textures and then go on to
the normal map. So I'm going to assign this
to our stone and increase the percentage now it has created some pretty nice
shadows on these stones, it creates some depth. And now let's give
it the normal map. Yeah, it has some details. However, in this case, I personally think that
the bump map that we use was more effective
at capturing that depth. So you can see that using a normal map does not necessarily give
you better results. So it totally depends on the kind of texture
that you are using and the size and the
details in that texture. So I'm going to just select
this bump map again, which has a pretty good
visual appearance. So I'm going to keep
adding these details to other materials in my scene
to make it more realistic. The next one I'm
going to give it a bump to are the walls here. Our walls are micro cement, which basically has no color, I can have some fabric, some depth in its surface by having imperfections
in the cement. So I'm going to select
all these walls, and I'm going to create
a layer for them. So let's create a layer called walls and put
the walls in there. I'm also going to create
a material called walls. And now let's give
it a bump texture. Now I'm thinking that I can use the same texture
that is used for the concrete to be used as
the bump map for this wall. So let's open up the material, and on the bump map, I'm going to browse to
my concrete texture. Now, let's hit Okay
and see how it looks. It's large, so let's fix its size as well in the
texture mapping panel. So I'm going to
let's zoom in on it, and I'm going to give
it a size of five. You can see that
it already creates a very interesting
effect on our walls. And this is certainly making a huge difference in how the scene looks
in our rendering. Now, let's keep on going and adding the same texture
for our concrete. So let's find this,
and I'm going to copy the same texture
here and paste it here. I'm also going to
increase the intensity to make it look more realistic. Now the next thing is the
gravel on the ground here. Now, this one can use some bump to show the imperfections in
the gravel as well. So I'm going to open it up and give this one
a bump as well. I'm going to crank it up to 100 to show the effect better. I'm going to keep doing this for a couple of other materials. For example, for
this flooring here, I'm going to use the same texture that I
used for the color map. So let's open it up and copy
paste this to bump map, and the intensity is okay. Let's also do the sidewalk here. So it is affecting
our scene very well, and we can get back and make changes to this
later as we see fit. So the next thing
I'm going to do to increase the realism
of our scene is to add some reflections that can
enhance the look of our scene, especially on the
glass surfaces. So let's open up
the glass material. And now let's take a look at the settings that we can change to set the reflectivity
of our material. The first one is, of course,
called reflectivity, and it's a slider that
we can change 0-100%, and let's set it on 100. But it is still not showing in our material, which
normally does. The reason for this
is because in Rhino, the more transparency we have the less
reflectivity we get. So we have to decrease the transparency a little bit to make the
reflections show. Now it is showing our
environment picture that we used for the background
in every glass surface. Let's take a look at how
this is inside our viewport. Now, every glass surface is
reflecting the environment. If you feel this is too much, you can just go back into
the material editor and either decrease the reflectivity or increase the transparency. So there is a trade
off between these two. Although in many other
rendering softwares, you don't have to make this compromise because you
can have total reflectivity, total transparency and have reflectivity at the same time. So this is a limitation
in rhino materials. Another option that
you have to be careful about when dealing with reflectivity is called
FresnRflectivity. Now, this is
something that exists in all rendering engines and is actually an effect that helps to make the
reflections more realistic. And the way it works is
when you check this, and reflections are
going to show only if you are looking at the
material from an oblique angle. So directly looking at the glass won't show
any reflections, but if you rotate and
look at it from sideways, you're going to see
the reflections. Now, this is a very
realistic behavior because every
material, for example, a wooden table, um, is going to show a
lot of reflections when you look at it from site. But once you look
at it directly, it's not going to show anything. So this is a real
behavior of materials. But Rhino has limited options to tweak this effect in
contrast to other softwares. So I recommend to use
this with caution. So it might diminish
your reflections. So let's get back to
our material here now, and I'm going to just
uncheck this because I think this is more interesting
for our rendering purposes. I'm going to take
a look at some of the materials and change
their reflections as well. Another one are these wooden
planks that are here. I think kind of a half
glossy reflection would be well on these surfaces. Okay, so let's bring up the material editor and increase the reflectivity
for the wooden planks. All right. Now, instead of reflecting the
building itself, the wooden planks
are now showing a very bright color which
is not very desirable. The reason for this
is a limitation inside in Rhinos
rendered viewports. Now, it tries to approximate reflections by showing us a
picture of the environment. At some angles, it can show up as this bright color
which is not very good, and to get around it, we have to use another view
mode called ray traced. Now, this basically uses a
technique called ray tracing, which is very prevalent
and very important in render engines
because it tries to calculate precise
reflections and lighting by shooting a large number of rays from the camera and
interact with the scene. To activate this mode, we have to go to our view
mode and click on Ray trace. And as soon as I do that, you can see it presents us with a much higher
quality version of the scene where reflections are very precise
and the curtain walls, the chimney, and
everything else is completely reflected
in our wooden planks. In fact, if I increase
the reflection, you can see the
effect a lot better. Now, this is a very
powerful view mode, and the reason we are not
using it very much is that it comes at a heavy
cost to our hardware. Basically, displaying this takes a toll on the graphics
card and the RAM. And right now, if I try
to rotate in this scene, you can see it's
doing so very slowly, which is not very
efficient when I want to add something to the
model or make change. But if you want to have a high quality render
out of your project, you got the ability to save this file and present
it to the client. To do so, we're going to
use another window that has additional abilities
for our render. So let's get back to our
Render viewport and this time, I'm going to go to
the render tab, and down at the bottom
towards the right, there is an option
called render. This basically brings up the same rendering for
me, but this time, I have the option
to save the file, and also I can add some image effects to the
file to enhance its visuals. So an important concept to know about this render is the concept
of path tracing samples. Now these samples
means the number of iterations or the
number of steps the rendering engine tries to improve the quality
of the render. The more numbers
it goes through, the more refined and higher quality your
render will become. Now to control these settings, we have to go to our render tab and look for
an option called quality. It is set on good quality which determines the number of samples that it's going to process. Another option is the dimensions that you want to
export your picture. So if I put it at a high resolution and
start to render now, the image that it creates is definitely going to
be of a higher quality, but it also comes at the
cost of the rendering time. So now you can see
that the samples are advancing much more slowly. Now, this is the main downside of trying to create
higher quality renders. So in this project,
we're going to focus on a speed over quality. So I'm going to use the
rendered view port as a basis for displaying
our models. However, I'm going to also
show you how to use one of these higher quality
renders and use it as a picture inside
our design sheets. So let's close this for now and get back to our
rendered viewport. I'm going to bring
these wooden planks to the way they were
before the reflection. That's it for this video. So in the next one, I'm going to show
you how you can add some embellishment
to the project by importing some tree models and some bushes and as well as some furniture
for the interior.
18. 18.Presentation_Embellishments: In this video, we are going
to bring in some objects into our scene to increase
its visual richness. These objects include some
trees and also some furniture. So you can get these
objects either from the Internet or you can bring them in from
other design softwares. I have taken the liberty
of collecting a couple of objects that are provided
in the project folder. And this includes some furniture that
I have exported from TSMAx and a sofa that I
have exported from ReVT. I have also downloaded
a tree model from a website called
bemobject.com, but you can use
any other website that provides free
three D models. Now, there are certain
file formats such as FBX, which is a general
purpose format, most design softwares have
the ability to export their furniture and
objects into FBX. And you can also import into many softwares
using this format. We are going to use this format to bring
objects into Rhino. So let's just drag and drop this into Rhino and
see what happens. Now, in the menu that appears, make sure that it is set
on import file and herky. This brings up another menu, which basically
asks us whether we want things such as
lights and cameras to be imported and also whether to ask if the file has
a corrected scale. So I'm going to make sure
this is checked and her okay. Now it has identified the
file to be in fit units, and Arno project is in meters. So it asks whether
to automatically scale the file so that it is displayed
in the correct scale. So I'm going to hit yes, and you can see it imports the file and
automatically selects it. So make sure it stays selected and bring it
to an area where you can select and edit it separately from
different objects that we have on our scene. Now, sometimes when
you bring in models, you might see that they include extra objects that we might
not want in our design. For example, in this case, because I exported
this sofa from Revit, it also exported
some level symbols, which is not what I want. So I'm just going
to delete these and zoom in on my sofas. And you can see that they
are pretty clean and nice. However, they do not have any
materials applied to them. So we can get back to
this later and fix that. But for now, let's just
select all of them, and I'm going to group these objects so we can
select them easier. And now let's bring
them into our scene. So I'm just going to
move them in almost here and let's bring them
to the first floor. Now, a trick to use
when you want to exactly position these
objects on your floor is to move the gumball
to the lowest point of this geometry and then move the entire set to a point with the same
elevation as the floor. Let me do that again here. So now it's positioned
exactly on our first floor. Now, you can also
change the scale of these models in case you
feel that it's not correct. Because I think in RVT the model itself
was a little bit small. So I'm going to just
scale this a little bit to become more realistic. So let's give it a 1.3,
which looks better. And I'm going to put
this, for example, here. Now, sometimes you might
see that other objects are obstructing our view and make it harder to position other
furniture and objects. In that case, we can just hide this roof here and
easily place our model. I'm going to rotate
this 90 degrees. Because I want this to be a sofa that is facing the TV
set that is in front of it. And I'm going to
add that later on. But for now, let's
just copy a couple of these sofas to the lower floor to place in front
of the chimney. So if your object is in a group, you can select it by
Control Shift Select, which gives you the
option to either select a single pace or
the whole object that exists in the group. So I'm going to select
the whole object and Alton drag which
copies the object, and then I'm going to
fix the gumbal again for this object and bring
it to my ground floor. Now, to position this object correctly in front
of the chimney, we can either repeat
the same process and hide everything above it, which could take some
time in this case, or we can go to the top view port and make
sure it is on wire frame, and then we can see everything regardless of whether they are on top of each other or not. So now I'm going to place this next to the chimney
and rotate it a little bit. Et's turn off auto mode so
we can rotate it freely. I'm also going to copy it and place another
one right here. Now, I'm not going to spend a lot of time on
interior design. We can keep adding other
objects and furniture, but this is just to demonstrate the point and
show you how it's done. Now, let's take a
look at it in three D and see how it looks. Nice. Okay, so now let's move
on to our next furniture. So I'm going to minimize this. And now let's bring
in the pull chair. So I'm just going to drag and
drop this into the project, Here Okay, and there it is. So let's bring it here
and take a look at it. It seems to be okay. So I'm just going to fix its rotation
first and then group it. So let's go to the top viewport and rotate it a little bit, so it's facing downwards. And then instead of a group, let's turn it into a block so we can have several copies and
change them at the same time. So I'm going to turn them into a block and call it pull chair. Again, we can get back and
change the material later. So now let's just position
it in our project. And also, I'm going to increase
the size a little bit. 1.3. So that's fixed
the position as well. I'm going to bring the
gumbll down here and then snap it to the
edge of my platform. Now, let's rotate it
to face the pool. And I'm going to
copy it a couple of times and give it different rotations
to feel more natural. All right. Now, let's bring
in another furniture. So let's minimize this. And this time, I'm going to bring in this
outdoor seating. Let's take a look at how
it looks in the project. So It looks pretty good. I'm going to group this since we're not going to
copy it anywhere else. And I'm going to bring this to this area where we were supposed to have a
seating area to be used, for example, for outdoor
gatherings and lunch. So I'm going to just make sure that is touching the
ground correctly. So like this and also
scale it a little bit. Looks okay. Let's also close this edge by drawing a surface, turning
it into a door. And let's bring it back
by, say, 10 centimeters. Okay. Now, we are done with
the outdoor furniture. Let's see what else do we have? Alright, now we have
a couple of rocks here that I used another
one of my projects, and I think it's a
good idea to see how to bring them into rhino. So let's just drag
and drop this. And I'm going to
bring them here. And now let's zoom
in and take a look. Alright, it's showing
completely yellow because there is a high number of polygons or faces
in this object, which means it has a
very dense geometry. So if I deselect this, you can see the object
and how it looks. But we need to be careful about these
kinds of objects because Rhino is inherently not a visualization
software like TDS Max. And because of that,
it does not handle high numbers of
polygons very well. So We can use these objects
a sparingly only in certain areas that we want to
have a great visual effect. But generally speaking, we
should keep the number of polygons to a
minimum when dealing with objects and embellishments. Okay, so now let's scale these
up and make them larger, for example, two times. I'm going to use
these as a couple of decorative stones and place a couple of plants between them. So let's bring them
a little bit down. I like this. All right. Looks pretty cool. And now
let's get to the plants. For the plant models, there are basically two ways we can use them in the project. One of them is to use a tree D model just
like the furniture, and the other one is to
use a two D texture, basically a plane, which
shows a picture of a plant. Now, a tree model
has more details, but it also slows down the scene just the same way a high polygon
model can do that. And we have to be careful
when using these. So I'm going to show you
both methods and how you can bring in trees into your
model by using both of them. So for the first method, I have downloaded a
treaty model of a tree. And let's try to bring that in. So I'm going to
open this folder, and I have downloaded
this from mobject.com, and it has a native
Rhino format, three D. Sometimes when
you download these models, they come with
their own textures, and it is a good idea to check these models before
you bring them into your project to see
if the textures are correctly assigned
to the object. So I'm going to do just that. So let's open up this model. All right, now that it's open, let's take a look at the model. I'm going to go to the
rendered view mode and take a look at the textures. Okay, the textures are not apparently assigned
to the object. So the first thing we're
going to do is to go to the materials tab
and find the materials, which one of them is for the leaves and the other
one for the trunk. So I start by fixing the
textures of this object. So let's minimize that and I'm going to drag and drop these
texture onto the object. So for the color texture, let's drag this leaf texture
here and take a look. Now, there is a
big problem here. Although the leaf
texture is assigned, it also has a background, a white background, and it is not how leaves are
supposed to look like. To fix this, Rhino also supports another kind of texture or
map called transparency map, which basically
tells the software which parts of the texture to show and which parts of it to hide or treat as transparent. Now for that, these
text textures usually have a certain
map called Alpha texture, and it can be used
to tell the software that only the white parts of the texture are
going to be shown. So I'm going to
just drag and drop this in my transparency map, and you can see that
it fixed the problem. If I zoom in on the leaves, you can see only
the leafy part is showing and the white
background is removed. So let's go on to the trunk
and fix that as well. So the trunk texture also has a bump map
which we can apply. So let's just drag and drop the color map and the bump map. Now let's lumina and
see how it looks. Looks pretty good.
Now, a good idea is to turn this into a block. So I'm going to select
everything and create a block and call it Tree. All right. Now I can save the file so I can use it in
my future projects as well. And to bring it
into our project, we can simply copy
paste it there. So I hit Control C and copy it to clipboard
and bring it to my project. Like this. So now let's place a couple of these trees in the
backyard there. Make sure it is having
contact with the ground and it is not floating above
the ground on the air. So I'm just going to
copy this a couple of times and give it some random rotation to
make it look more natural. All right. Now let's bring
in some other plans. But this time, I'm going to
bring them as pictures and not as tree models to see
how that works in Rhino. So let's minimize
this and close this. Now I have already collected a couple of textures
to be used as trees. So you can see these
tree pictures here, and these have a
PNG file format. Now, I have downloaded these
directly from the Internet, and they originally had
a JPEG file extension. I have brought them into
Photoshop and remove the background and
save them as a PNG. This means that when I
bring them into Rhino, Rhino has the ability
to detect this and automatically remove
the background for me without using
any Alpha channels. So to see how that works, let's bring up Rhino and just drag this picture
inside the software. Now, be careful
about dragging it because if you drag it
accidentally on an object, it's going to assign this as
a texture to that object. Now let's control Z
and drag it again. But this time, let's
rotate the scene, so we have an empty
space in the viewport. Now, drag it into
the empty space, and it asks you what
to bring it as. So I have the ability
to set it to picture, wallpaper, material,
environment, et cetera. Now, I'm going to set it
on picture and hit okay. So it asks me to draw a
picture somewhere like this. And when I finish drawing it, you can see that it automatically
removed the background. Now, what it actually did
was to create a material and assign this texture
to it to this plane. And we can check this by
going to the materials tab and finding this material here. Now, the type of material
right now is set on picture, but we can set it on custom to modify it like a
normal material. So if I scroll down, you can see that
it has activated an option called
Alpha transparency, which basically uses the
Alpha channel inside the PNG file to remove
the background. So let's bring this
picture into the project. But before that, let's
decrease the scale. For example, I give it 0.2, and let's also rotate it 90
degrees in the direction to make it look upward and
bring it up like this. So I'm going to drag it here and place it
next to these stones. Now, you can see
that you have to work on this to make it
a higher quality model. So to fix that, let's just
turn it into a block first. And I'm going to
call it bush one. And in editing the block, I'm going to create a copy
of this by holding down Alt and rotating the
object by 90 degrees. So now I have two planes
with the same picture. Now, this is a trick that
we can use sometimes to create the illusion that this is a highly detailed treaty model, while, in fact, it's just
a couple of tree pictures. Now, I can make another
copy with 45 degree angle. And I can keep doing
this until I think it gives us a satisfactory
look. So that's okay. Now, let's bring in another picture and
put it in our garden. Let's bring this tree
back a little bit. All right. Now,
let's minimize this. And this time, I'm
going to bring this one into empty space and Give it a small size. The same procedure can be done
for this picture as well. I'm going to rotate
it by 90 degrees. I'm going to snap my
gumball down here, turn it into a block. I'm going to call this
push two and I'm going to rotate it by some degrees
to make copies like this. Alright, so let's place a couple of these
bushes in our garden. Now, I think the scale
is a little bit small, so I'm going to just give it
a scale of, let's say, 1.5. And to copy it along
the side of the garden, let's make an array of these. So let's give it 20 in the X direction and
one in the other ones. And let's bring it
here and it enter. All right, now, it
exactly fits our garden. I'm going to also create a couple of other
copies along this side. So let's lt and drag
and make another array. This time, I want to array
it in the Y direction. So I'm going to
get this one, give 20 in this and one
in the Z direction. I'm going to click here and see where it
goes to. All right. There might be I'm going
to delete the last one. So for the other side, I can just copy paste the
ones that I just created. So let's just select these. And copy them right here. I'm going to add a couple more to fill up
the remaining part of the garden. Like so. Very nice. All right. Now I'm also going to
bring in a couple of short trees and let's
import it as well. Same procedure. All right. Now, let's bring it to here. Now, this picture is a little bit higher than the lowest part. So if I place it
based on the gumbo, it feels as if it's
floating on the air. I'm going to place it a little lower than the ground
to properly show up. By the way, if you
have trouble placing these objects
because of the snap, when you're moving
these objects, you can hold down
all to temporarily disable the snap so you
can move them freely. Now, I'm going to also copy these a couple of times
along this direction. And because it's
just a few trees, I'm not going to
use the array tool here and also copy it to the other side and make
sure it's placed correctly. Right. If you need to
change these trees, you can simply do this
by editing the block. For example, I feel that I
need to make these trees a little bit thinner because they're intersecting
with the wall here. Now, I can just open
one of these blocks and change the scale on the
direction a little bit. Right here and let's also decrease it on
the wide direction. Like so. And once I hit Okay, you can see that every
tree is updated. So this is a good thing that
we turn them into blocks. Let's also create a couple of copies of this plant
and these stones. I'm going to make another copy here and also another
one right here. And let's move these stones
a little bit to bring them, get them out of the way. And these ones look nice. Now, the only thing we
have to do is to first, put them all inside their own respective
layers because later on we might need to height them based on the direction we're
looking at the model. And let's also give these
furniture some materials. So open up the blocks, and let's give them a layer. I'm going to create a layer
and call it vegetation. And let's put everything
in that layer. So change object layer, and to test it, let's see how this works. All right. Now, do the same
thing for the other bushes. Change object layer,
and also for the tree. Now, something that
happened with our tree is that because the materials of the tree were
based on its layer, once we changed it, it automatically changed it
to the default material. Now, to prevent that
from happening, one thing we should
do is to instead of opening up the
block and changing the layer of the individual
components inside the block, we can close the block and select individual trees and
then put these on vegetation. Now, this way, we can make
sure that they preserve their material while we are able to turn it on and
off by this layer. So that's it for the trees. And now for the materials, let's find let's put them on another layer and give
them a wood material. Now, something that has happened here is when I
imported these models, it automatically
brought in a lot of layers into the project. So to clear up these layers, first we have to put
these objects on another layer and then
delete these layers. One thing we can do to
get rid of these is to use a command called purge. Now, once we run it, it
has many options here, which basically asks us if we want to remove extra
block definitions, hatch patterns,
layers, and so on. So I'm going to check if the materials and the layers and blocks is on
and then hit Enter. And you can see that it has got rid of the extra layers
that we had here. Now, let's select everything
inside this block, and I'm going to make a layer. Let's call it wood
and put these objects into this layer and also
make a material for it. I'm going to call it wood and also assign a texture to it. I have already added the
texture in this folder here. So now, something
that has happened is that although you have although we have
assigned the material, but it is not still
showing on the object. The reason for this is that properties in the
properties of this object, the material is
assigned manually, not based on layers. So we have to put it
on use layer material. So once we do that, it fixes up the material, and we only have to check if
it has the correct scale, which it does in this
case, and we're done. So once I hit okay, it automatically
fixes all the chairs. Now, let's do the same thing for these chairs in
this area as well. And let's put it on layer and put it inside
the wood layer. And let's also do these. Apparently, we have
forgotten to put these in the appropriate layer.
Let's check it out. It's already in the
layer called shader, I'm going to just assign the wood material to
that layer as well. Like so. And let's also fix the size of this texture and make it
a little bit smaller. I'm going to put this on box, which is already
okay. All right. So let's take a look if we
have left anything to do. Let's also give a
texture to these stones. So they are on the
default layer. Let's give them a layer. Yeah. Going to call this rocks and give
it a rock material. I have already added
the texture here. Let's change the object layer and I can't see the
texture right now, but I'm guessing that it
is not properly mapped. Let's change the
texture mapping to box and give it a size
of one meters. Now let's take a
look at the rocks. They seem pretty okay. So now let's take another look and see if we
left out anything else. All right, the final thing that I'm going to
do before going to the next video is to add
some water to the pool. I'm going to select this curve, bring it up here, and
turn it into a surface. Now, let's create
water material. Create a layer, call it water and put this
object in that layer. And for the material, it's pretty much like
a glass material, but we can also add a
bump texture to it, you know, to create
these wavy patterns. So let's create a material. Again, I'm going to
call this water, and instead of
changing the color, I'm going to go to bump
normal and assign a texture. I already have a
texture in this folder, and I just downloaded it
from the Internet because it showed a wavy pattern
to be applied on water. So let's apply this and
see how the texture looks. Now so far we can't
see anything. Let's increase the reflectivity of this texture and
see how that shows. I'm also going to increase
the transparency. Apparently, now it's okay. So it shows that we need to
fix the size a little bit. I'm going to put this on box. Let's give it ten. Looks pretty okay.
Now let's make some adjustments to
the water surface. All right, let's see what
happens if we increase the reflectivity and
transparency all the way and turn on
fresnel reflectivity. Now this works pretty well
on our water surface. So depending on the situation, you might want to turn
this option on or off. Now, this works very good, very good on the water. So now that we are done with the visual embellishments
in our scene, the next thing to do is
to create layouts to display these
renderings and also to produce technical
drawings of our villa. In the next video, I'm going to talk about how to
create these layouts and how to add certain viewports and renderings to those layouts.
19. 19.Presentation_2D Documents: In this video, we
are going to discuss the different ways
we can produce technical drawings
from our treaty model. Now, generally
speaking, in Rino, we got three ways
we can do this. One of them is to use the treaty model directly
inside of our design sheets. For example, I can go
to the front view and use this view inside the design sheet with
a certain scale. The other method is to use a projected two D version
of our design using certain commands and then keep working on that and adding
other two D details. The third method is
to manually draw these two D elements using
lines and poly lines. Each of these methods have
their own pros and cons, and I personally use
a combination of them depending on the use case. So let's get started. But the first method requires learning about
layouts in Rhino, which I'm going to do
in the next video. So I'm going to start with projected two D drawings and manual drawings of
our treaty model. Now, let's introduce a
command called Make two D. And to demonstrate how
this command works in producing projected drawings
from our treaty model, I'm going to copy one of
these furniture for example, let's bring it out
here and let's change the view mode to shade it to see everything better. Now, if I run this command, while selecting an object, it's going to bring up
a menu which basically asks me several things. For now, let's just accept
the defaults and heat Ok, and it has created a drawing on the origin
of the coordinate system. I'm going to just move this
out here and take a look. Now, if I rotate, you see this is a flat drawing
on the construction plane. Now, what it actually
did is to produce these line works from the angle I was looking
at the objects. If I change my viewing
angle or for example, change it, look at it from the side and repeat
the command again. Now this is going to produce another drawing from
this specific angle. Now let's bring it out
here and take a look. So basically, that's
what this command does. It produces two drawings from a treaty model from an
angle that we specify. Now, we have the option to give it predetermined angles based on the direction
of the sea plane, the view that we
are looking at it, or we can use third
angle projection or first angle projection that is very common in
technical drawings. So let's see what happens if we choose third
angle projection. Now, it's going to
produce several technical drawings
from this object. And depending on the
complexity of our model, it can take quite some time. So now let's bring
them out here. And now you can see
that it has produced a plan view and two elevations plus an
isometric view of the chair, and all of them
are flat drawings. So this is the power of this command that
can quickly give us these neat and
technical drawings from the treating models and saves us the time to manually
draw all of these. So I'm going to use this
now on the building to, let's say, produce a site plan. Now let's go to
the top view port and select the entire project. Now, I'm going to run
the M two de command and draw a box around the whole project and also
deselect this surface. I'm also going to deselect
these trees here. Since these are highly
complex geometry, it can take a lot of time to process these trees and also, I'm going to deselect
these stones here. And let's deselect these chairs. In extreme cases, selecting highly complex objects for this operation can even
crash the software. You have to be
careful when using this command on
complex geometry. All right. Now let's hit Enter. Now, I'm going to click I'm also going to check
this option here, hidden lines to
see what happens. Now, let's set it on
view and hit okay. Okay, that was pretty quick, since we didn't select
any complex geometry. Now, let's zoom in and see how it produced the projection. Now, the first thing
you'll notice is that some objects that are behind or other
objects, for example, these chairs and
sofas that are behind the roof surface are also
seen inside this projection. If I zoom in on them, you can see they are drawn with dashed lines which usually
represent hidden lines. That is because we checked the hidden lines option
when we were projecting. Now, you can see
that it also has created a separate layer for these projections under m2d which include visible
and hidden curves. So let's do this again. Only this time, I'm
going to uncheck hidden lines so we don't see
all these line works here. And also, I'm going to turn off our vegetation layer
because I want to add a specific two D tree models that look better inside
our two D viewpoint. All right, so let's
just delete this, and I'm going to run
the command again. And let's also select
the furniture. And let's turn off
the vegetation layer. All right. So let's uncheck
hidden lines and hit okay. Okay, so now we ended up with a pretty clean drawing where the hidden lines are not showing and the trees are not here. So we might need to
do some cleanup on this drawing and add a couple of to the elements
to complement it. But this is generally the way we produce these two the
drawings from our tree model. So now I'm going to show you
how we can add detail to this drawing using
auto cat blocks that are imported into Rhino. Now I have already prepared
a couple of models to import and show you how we
can bring these into Rhino. So let's go to File Import. And one of them
is a plant model, and the other one is a
car that can be used in the ground floor plan that
we get to in a minute. So let's just bring
in the plant. So let's hit open, and the same menu comes up that we saw in the previous
video for importing models. So let's just hit OK and take a look where
it to import it. So I'm going to drag it up
here and take a look at it. Now, some of these models
might include extra objects. So I'm going to just
delete this text here, and also I'm going to
turn this into a block. Before doing that, I'm going to create a layer for
our two D elements to stay more organized. So let's create a layer, call it drafting and
inside that layer, I'm going to create a new
sub layer called plants. So let's bring this object into that layer and also
give it a green color. And now I'm going to
turn this into a block. I'm going to call
this plant one. When we imported this object, it also imported its layers. Now we have put this in another layer so we can
delete these other layers. I'm going to run
the perch command to get rid of those layers. Now, I can bring it up
here and scale it a little bit and make several copies of these along
the two sides of my plan. Let's use the array command
and let's give it 15 here. Like this. And also
another copy here. I'm also going to copy them to the other side and delete
these extra ones here. Let's also place a
couple of trees here. I'm going to scale the same
block to represent the tree. Let's put in a couple more here. These are just for
embellishment purposes, so we don't have to
be precise about it. Now this is basically the
way you do this and add two D details to drawings
produced from our tree D model. Later on, I'm going to add other to the elements
like dimensions to this. But for now, let's just put this aside so that later on we
can use it in our layout. So I'm going to keep producing a couple more
of these drawings. Now let's get to
the ground floor. But there is a challenge. Up to now, there was no problem because we only
wanted to see the roof, but right now we only want to see the walls of
the ground floor, and we have to somehow
hide everything above it. There are several
ways we can do this. One of them is to actually
use a command called section, which basically cuts the model and gives us the
intersection points. So let's see how that works. I'm going to go to, for example, front view port and use the
command called section. And let's select
everything here. And it wants us to draw an imaginary line to be
used as the cutting plane. So considering the
height of the doors, I'm going to just cut them a little bit below
the doors like this. And click here. Now, let's go to the Treaty view port
and see how that looks. Now, it's basically is giving us the intersection point between this imaginary plane and
every model that we selected. Now, let's hit Enter and
bring everything to the side. So upon closer inspection, you can see that it gave us very precise intersections even up to the profile of the doors. However, there is a problem with this kind of
representation, and that's because in plans, we also have other elements
that are seen in elevation, for example, the lower stairs here that are not necessarily
cut by this plane. We also want to see those.
However, this command does not provide us
with those objects. So let's use a more
advanced command that can actually give
us those results. Now this command is
called clipping plane, and it is a very important part of Ryne that I'm also going to use in the next video to produce technical drawings
from the treaty models. So let's run the command. And basically, it wants
to draw a surface. So I'm going to just
click the corner of my roof here and
draw it like this. Now you notice that
this surface is actually cutting every treaty
model inside the viewport. So if I move it up
and down like this, you can see it is cutting
everything in real time. Now, this is a very
powerful command that we can use
for many purposes. But now I'm going to bring
it almost down to here. To a height that is a normal
height for plan view. I'm going to use this
to produce my plan. Before that, let's make
another layer for this, and I'm going to call this clipping plane
and change the layer. Now to use this, we have to combine it with the
M to the command. So let's go to the top view
pot to see it in plain view. However, when I go here, you see that the building
is not cut anymore. And the reason for this is the clipping plane works
differently in each view. Basically, I have to
separately enable or disable the clipping plane
in each of these views. And this is a powerful feature because it gives us
the ability to have several cuts of the building at the same time from
different views, while the model
itself is intact. So let's enable this in the top view port by running a command called
enable clipping plane. All I have to do
is to select it. Draw a rectangle to the
approximate location of this clipping plane and only the clipping plane
will be selected. So I'm going to hit Enter, and now you can see
that it is cut. Now, I'm going to run the
M two decommand again. And this time, I'm going to select the entire
project again, and let's also
deselect these again. And I'm going to
keep these chairs. So let's set it on
view and it okay. Now, it can take some time
because of chairs. All right. Now if we zoom in on this, you can see that in addition to the cut plane to the
lines that were cut, we also can see the lines
that were in elevation, and there is a lot more closer to the plan view
that we're looking for. We also have the
ability to separately view the cut lines and
the lines in elevation. So here in the m2d layer, you can see another
layer appeared, which is called clipping
plane intersections. And this basically gives us the ability to separately
work with these cut lines. So if I select the
objects on this layer, you can see only the ones
that are cut are selected. And also, let's drag
this to the left and see another option
called print width, which basically means the line width used for
printing is different, which is technically correct. Now, I'm going to preview
this print width here by clicking here and
choosing print preview. Now this draws these
lines using a higher wit. So this is a good base to
start designing our plan. And as you can see,
we have to still add other symbolic
elements that did not exist in our three D
model, for example, the door symbols or the hidden lines
of the stair that go beyond the view direction. So this plan still
needs some work, but this is a good method to get this using a combination of the clipping plane and
the make to the command. Now let's use the same technique to add other details
to the plan. For example, the hidden
lines I just talked about, some of them can
be added manually, but for some of them, we can use the clipping plane, for example, the edges
of the first floor and the shaded logs above
this part of the yard. So to use this, I'm going to just rotate the clipping plane
by 180 degrees. And if you look at it, now it's showing the upper part. But to use the m2d command, we have to view it from
the bottom like this. But we don't have a
bottom view right now. So I'm going to just right
click on one of these views and add a new viewport. And let's set this
to the bottom. And now I'm going to
enable the clipping plane. And run the m2d command on this. So make two D and
select all the objects here, and that's okay. Now we can't see this because the clipping plane is cutting
everything beneath it, including the newly
created plans. So I'm just going to
drag everything here and disable my clipping plane. All right. So now we have this and all I have to do is to
add this to my existing plan. But we have to be careful about something because this
was a bottom view, everything is flipped,
so I have to flip it back before I'm able
to use it, like so. So let's give it a
scale of minus one. And now we are good to go. But I also have to
delete some extra lines and only keep the
ones I want to use as dashed lines in my
ground floor plan. So let's start cleaning up
a couple of extra lines. Now for this, I only need the outer edge to
represent the first floor. So let's just delete
these extra lines. The last one is the storeroom at the end of this yard
here, which I don't need. And let's drag this all
the way to the end. For this one too, I'm
going to remove these. And also, I'm going to
remove all these parts right here and the yard these as well. Basically, I'm
deleting every part which is not seen
as dashed lines. So All right. And we also need to clean
up on these stairs here. Let's use offset here like this. Now let's put all of them inside a new layer for displaying
the hidden lines. I'm going to go here
and create a new layer, call it hidden and change
everything's layer. But I also need to make
these dashed lines. And for that, I'm going to just drag this to
the side and change the line type to
dashed. Like so. Just something to notice here, in case you can't see the dashed lines or they
are very small or large, you can use another command
called line type scale. Or set line type scale. In this case, you can give
it a number, for example, if I increase this, make it 50, that will make
the line pattern larger. And if I make it smaller,
that will make it smaller. I'm going to just set
this on 20 for now, and you might need to set it to a different number
depending on your project. So now that I have these lines, I'm going to just
select them and place them on top
of my plan here. So let's use the center point of this column here as a reference
and move them right here. Like so. And let's do a little cleanup here
as well, and also here. Okay, so that's basically how you transfer your
treaty model into to the documents using the tricks with
the clipping plane and the make to the command. Now, I'm going to leave some other parts,
like, for example, adding the columns
to this structure because it's a little bit
scanty lever the structure is protruding a lot from
the building and probably need a couple of
columns at the two sides. And I'm going to just
leave that for now. For some other details like the name of the
spaces and the doors, we're going to return to this
later when we place it on the layout to see how they
can affect our drawing. But for now, I'm just
going to set this aside. And let's go to the
method of drawing details directly
using the commands like lines and polylines. Now the detail I'm
thinking about is, for example, the railing
detail for this edge here, and I'm going to draw
a section of this and introduce some elements on
it using the Rhino commands. So let's get back
to the top viewport and start drawing this. First, I'm going to create a new layer to put these
drafting elements on. So let's go to drafting
here and make a new layer. I'm going to call these
lines let's set this layer. Now I'm going to
draw this detail using normal dimensions. I'm going to draw a
section of a wall here, actually the edge and give it
a width of 20 centimeters. Now I'm not being
particular about the height because I'm going to just
remove some parts of it later. Now, let's draw
the remaining part of the railing and I'm also not particular about
the height of this because I'm going to just
put a cut line later here. Let's have an offset of 1
centimeter to each side. And let's draw a cat with
an arbitrary size here. I'm going to bring it
a little bit down, and I'm going to use the
polyline to draw a line here and let's give it
5 millimeters. Like so. Alright, I'm going to
complement this later, and let's draw
another power line to draw a bracket
at the bottom here. And let's draw it like this. And I'm going to mirror these
lines to the other side. Let's join these. And now let's bring this curve segment
up by 5 millimeters. Now I'm going to offset the let's also move
these two edges and these by 1 centimeter.
Same for the other side. I'm basically just
experimenting with this design. I'm not being particular
about any details, just to show you how this process is done
inside the Rina. Now, let's bring these down and trim away this part of the glass and actually let's bring this
a little bit up. I'm going to hit
F ten to activate the control points at
the ends of these lines. After that, I'm
just going to drag a line around them and bring them up a
little bit like this. I'm going to add a connection
material down here. Just to show it like this. It's actually where the
glass meets the profile. Let's add a bolt down here to connect this footing here
to the wall beneath it. Let's draw it like this. Now let's draw
something up here using arcs to show the
sealant material. All right. And for
the upper part, I'm just going to draw
a couple of lines here, just a standard detail
of these capping. Let's mirror it to the
other side. Like so. All right. And let's
also draw a couple of break lines in the
middle to show that the height of this actually does not matter in the detail. We're just naming
different parts of it. So let's just draw a line and a couple of
other lines like this. And join them together and make a copy of this, bring it here. Now, let's trim the
lines inside of it. This basically means
that the height is variable and the detail is
the same for any height. So I'm just going to copy
this down here too, and let's Drag these lines to cover our entire wall and trim
away the lower parts. Now, in a detail like this, you usually want
to add some text to specify the name of
different parts of this detail. So now let's just, add a layer here
and call it text. Now let's add a couple of texts. So just type the command text, and a menu appears where you can specify different properties
of the text and, of course, the actual text
that is going to be shown. So let's just type in both for now and
accept the defaults. You can see it's
a little bit big, and to change that, go to the properties and you're presented
with the same menu. And here we can change
the different properties. So the first one is the style, and I'm going to explain that
later in the next video. But for now, let's just
decrease the height. Let's set it to
half or even lower. And also, we can
change the font, which is okay, in this case, and I'm going to
bring this here. So next let's draw a
line from this bolt to here to show that this is the text that
detail is referring to. And I'm going to copy these up here and call
this one bracket. Copy another one up here. Let's add another edge to this arrow here and I'm
going to call this sealant. Let's bring one for the glass. I'm going to call
this safety glass. And for the upper part, let's call this capping. All right, so this
is just an example. We can add many other
details as we need to. Let's also add a little pattern here to show that the wall
is actually cut here. For that, let's make another
layer, call it hatch. If you have worked with autocat, you already know
what a hatch is, which basically is a
pattern that shows up and fills an enclosed area. In Rhino, this works pretty much like the curve
boolean command. But instead of a surface, it gives us hatch pattern. So I'm going to just run the command and it asks
us to select the curves. Just make sure you check the boundary option so that it can recognize the closed
areas inside these lines. So I'm going to just click select these and keep
selecting these parts. And when I'm satisfied, I just hit Okay and
presents us with another menu to
choose the pattern and the rotation and its scale. So I'm just going
to select this one and give it a 45 degree rotation and let's decrease the scale. That's 0.1 or even
lower. Like this. And here okay. So this is the standard way you go about making a detail inside Rhino. Now, this detail
is okay for now. We can change it. It's a
scale later as we need to. So I'm just going to drag
it to the site for now. And let's also scale
everything to make it bigger. So you can see the text and
the detail can be scaled together when we
need it to, like so. So that's it for this video.
20. 20.Presentation_Layouts 1: In this video and the next one, I'm going to talk
about preparing our documents for printing. I have also taken the time to add a couple of details
to this plan view, including these furniture,
the cars, the bed, and I have also added hatch patterns for the
walls and some door blocks. You can find the files for these objects in
the project folder. Now, there are also additional layers here that
correspond to these objects. For example, we got
furniture layer that we can turn on and off and I have also fixed the layer of some of
my existing objects. Now, to see how we
print in Rhino, we got two options. The first one is to directly
print from the viewport, which prints exactly
what we see here. And we also got the option to use a new environment
in Rhino called layout. Now, let's start
with a simple one and see how we can print
directly from the viewport. To start the print command, we can either type print
or simply hit Control P, which brings up
this menu for us. Now, this is where we can tell the printer
the size of our paper, the scale of the print,
and other options. So we can use different
printers for this. If you have a printer
connected to your system, you can set it on that to
directly print to paper or we can set it to PDF
exporters to give us a PDF file. I'm going to go with Rhino PDF, and the next setting is
to choose a paper size. And you can also set it on custom to determine the
size of your paper. I'm going to go with
the default A four, and we can also set
it to landscape or portrait depending on the
document that you have. We can also set its
resolution or DPI, which is basically a setting that is specific
to each printer. The more this number is, the more detail you can
see inside your print. You have to check
your printer to see what number it supports. There are additional
options here that we get to when we want to
print our documents. So I'm going to show you with
examples what they mean. For now, let's just accept these defaults and
scroll down here. And let's take a look at
view and output scale. Now, the first part is
where you just tell Rino which part of the
viewport you want to print. Now, let's set this on the approximate location of
our plan view like this. And it asks us whether
we want to change the scale inside
the print settings to fit the window area. If we click yes and hit space, it tries to fit everything
inside this paper. Now, when it does that, it has no scale because it basically just tries to
fit everything here, and the scale option
changes to scale to fit. For most architectural drawings, we want to have a scale, specific scale so that we can measure it with
rulers later on. So I'm going to change this. And the way this works is that
it basically asks us that every unit on paper
is equivalent to how many units in the model. So, for example, when I say each centimeter
equals to 1 meter, it basically means that we
have a scale of one to 100. Or if I set these 2 meters, now it changes one to 200, which basically means
each centimeter is equivalent to 2 meters
in the real world. We can also use this
drop down to use various predefined scales
in different formats. So I'm going to go with one to 200 because it
fits on my A four paper. We can just click Print
and just save the file. Let's take a look at it
and see how it looks here. All right, it looks pretty good. And that is the simplest
way we can export our drawings into PDFs
or directly printed. Now, we can keep
printing like this and add different parts of
our design for printing or we can use Rhino's
layout environment to automate some part of this process and
speed of our design. But it also offers some unique abilities that do not exist inside
the normal viewport. For example, we can
individually turn off some layers and control the visibility of
certain objects in each different layout. And this does not exist
inside the normal viewport. For example, we can't
have the furniture in the top viewport and hide them
inside the right viewport. It hides them or shows them inside all viewports
at the same time. But with a layout,
we can do this, which gives us
additional options when dealing with printing. It also gives us
the ability to use an important concept
called annotation scaling, which we'll get to in a minute. But for now, let's
demonstrate how we can use layouts by printing
the same thing only this time with the layout. So let's go back into Rhino. And to create a layout, all we have to do is to click this plus icon and
click New layout. This brings up a menu for us, which basically wants
a name, the printer, the size, the orientation, and also another option
called initial detail count. Now I'm going to
set this to zero because I want to explain
what a detail is. So let's hit. And this presents us with basically a
blank piece of paper. And the way this works is we add different views of our model
onto this piece of paper, and we set the scale
precisely for each detail. And you can see
the properties of this layout by going to
properties and click on Edit, which brings up the
same menu again and you can change these
options whenever you want. So let's hit Okay and
add something to this. And the way we
edit is that we go to a tab up here
called drafting, which is found next to
the other tabs up here. And this tab basically
gives us the ability to add some annotation objects and also the option to manipulate or sheet or add something
called a detailed view. A detail view is
basically something like a normal viewport only with the additional
option that we can set the scale precisely
for this viewport. Let's click on this and just
drag a rectangle like this. Now, this is basically a
top viewport by default. So we can open this
by double clicking. And you can see I can just
move around in this and zoom in and out just
like a normal viewport. I can even change
the orientation of the view to
anything that I like. For example, I can set
it to the left view. Can even say it to
perspective and for example, to add renderings of my project or perspective views
to the sheets. So let's get back to
the top viewport. And I'm going to navigate
to my plan here. And notice that on
the right side, I have the ability to set
the scale for this viewport, something that we do not have when dealing with
a normal viewport. Now, let's just type in
one meters as an example. Now, this means that every
millimeter on the layout on this detail view is equivalent to one meters
in the real world. Now, I'm going to type
in, for example, 0.1, let's try 0.2, which is
equivalent to 1200 scale. Now, I'm going to
pan a little bit, and if you want to get
out of the detail, you can just double
click an empty space or outside the detail
view, like so, and then you can
click the border, which brings up the same
scale option for you. You can change the
scale here as well. You can also drag these points to basically see more of the model inside
this detail view. Now this is okay
for my plan view. And it also gives us the
ability to lock the view in case we accidentally change the scale by zooming
in inside the view. For example, if I open
this and zoom in, you can see the
scale is changing, which is not what I
want when dealing with views with precise scale. So let's just put it back to where it was and lock the view. Now whenever I pen or Zoom, it's not going to
change the view. I can, however, change the objects or select
different parts of the model. So let's get back from this, and now we have basically a
layout with our plan in it, and now we can print
it just like before. So let's hit Control P
and for this to work, we have to set the
scale to scale to fit because the scale is automatically determined
inside the layout itself. Just make sure that the
paper size is the same. Now, let's click Print, and I'm going to replace this. And now let's take a look
at the printed document. All right, it's
pretty much the same. Only this time, if we zoom in, you can see the scale of some
of our objects has changed. For example, the text here is larger than the
text inside our model. Now, it is the same
inside the layout. But when we go to the top
viewport and compare it, you can see, for
example, the text for the bathroom is smaller. The hatch patterns are bigger, and also the line type pattern is a lot bigger inside the
print compared to the model. To understand the reasons behind these differences and how we can use them to
improve our printing, we have to understand what
annotation scaling is. And for that, we
need to understand what annotations are in Rhino. So let's take a look here, and we have some objects like
for example, these texts, these hatch patterns,
line types, and we also got dimensions, which I'm going to
introduce in a minute. Now, these are certain
objects that do not physically exist
inside the project, but help us to add extra
information to our models. Basically two D elements that only exist in plan views
and sections and so on. These are called
annotation objects. And when printing in
architectural studios, we want these objects to
have a fixed size on paper. For example, I want
all of my texts inside the plan to have a
height of 4 millimeters. Now to maintain that, we either have to play
with this value so much and take a lot of test prints to make sure
that the size is correct, and this can take a lot of time and it's not
very efficient. Alternatively, we can use capabilities of
design softwares, for example, the
layouts in Rhino to automatically take care
of this problem for us. Now, so basically, this
is annotation scaling. So it automatically scales up or down these
annotation objects so that they have the same size on paper regardless of how
much I zoom in or zoom out, or in other words, the scale
of the drawing itself. Now, let's introduce dimensions quickly before we get to the different properties of
these annotation objects. So I'm going to type in DIM
to add some dimensions. I just have to pick
a couple of points. You probably already
know what they are and what they
do in architecture. And in Rhino is no different than other software
like Autocat. So I can just keep selecting points like
this and draw dimensions. I can also run a command deem aligned to draw an aligned
dimension with an angle. So let's just pick a
couple more points and add a couple more dimensions to
our projects, just like that. Now, I'm going to use these as examples to show you how we can change
their properties in. All right. I think
that's enough. Now, we have some problems
with these dimensions. The first problem is that the precision of these
dimensions needs to be higher. For example, this wall here
is not exactly 3 meters, but the software is
rounding the number up to the nearest integer.
So we need to fix that. And also, we need to change the size of these objects
to make them smaller. Now for a text object, you have already seen
how we can change it by going to the properties
and changing the height. We can do the same
thing with dimensions. For example, we can
change the height, but there's also a much more
efficient way of doing this, and that is by changing the style of the
text or dimension. Now, a style is basically
a set of properties that is globally applied to
many dimensions or texts, and we can change it once, and it automatically applies to all texts or dimensions
that use that style. And that saves a lot of
time in our process. So let's see where we
can access this style. We can either select
one of the objects and click on Edit Style or we can go to file properties and go to annotation
styles up here. Now, here you can see a list of the styles that
exist in our project, and you can do different
operations on them. For example, you
can make a new one, you can import, you
can edit, and so on. So the one that is used in our project by default
is miters Architectural. So I'm just going
to click on Edit, which brings up another menu. And here you can see I can
change different properties of these objects like
the font, the text. We got specific properties
for dimensions, for arrows, and so on. Let's start by changing the length units
for our dimensions. Now, in here, we got a property
called linear resolution. And if I set it to
0.01 and hit OK, now you can see that the
precision problem is fixed. So let's go back and change
a couple more properties. This time, I'm going to go
to Edit Style from here, which brings up the same menu. And let's change the font size. Let's give it two, and hit okay. Let's see how that looks.
It looks a lot better. Let's also change
the tick marks here. So I'm going to go to arrows and you can change the shape
of this and also the size. And I'm going to give you
a size of 1.5 like that. Alright, now that we
have seen how to control the properties of our texts and dimensions using the styles, it is time to take a look at the properties of our
other annotation objects. But before that,
there's something to be aware of when dealing
with text sizes. Now, you can see
that the size of the texts in this detail are different than the sizes dictated by our style
in the other texts. And in other words, they do not follow the size
dictated in the style. So for example, if I change the text through the style here, let's set it, for
example, to one. You can see that every text and dimension changes size
except for these ones. And the reason is because we have manually scaled
these objects, including the
texts, or sometimes we might just type in the height directly
inside the properties. That basically breaks the link between the style and the text, and it no longer
follows the style. You can tell this by looking at the color of the property, which is blue, which means that it no longer
follows the style. If you want to reset this and
make it follow the style, you have to click this
drop down and hover over the style name and
click on remove override. Which resets the text. But in this case,
I wanted to have a different size since this is not directly related to my plan, I want to have a text. I want to have a larger
text just for this detail. So let's control Z. And now let's take a look at the other
annotation objects. For the hatch pattern, we
have already seen how we can change these using the
rotation and the scale. There is another option when it comes to annotation and
scaling on the layout. We'll get to it later on when we want to compare
it with the layout. But for now, these options are accessible by
clicking the hatch and manually changing them
on the properties. So this is nothing new here. But for the line types, we can choose the type
through the layer, but we can't quite change the spacing between these
lines inside the properties. That we need to use
another menu by going to the properties and
going to line types. And here you can see a list
of different line types that exist in the project
and for example, this dashed line
type that we use. And when clicking on
every one of them, you can see a couple of numbers appear at the bottom here. And these are basically
the pattern definition. And these numbers dictate the space between
these line segments and the empty space
between so to change them, we can make a new line type by selecting one of them
and clicking on Copy. And let's change the
name by hitting F two. For example, I'm going to call this dashed underscore custom. And when I click it, now, we can edit this field. And the way this
works is that it wants us to enter the size
for the line segment, and then the empty space, the line another line segment, empty space, and so on. So for example, this one, you can see four numbers here. So it has a line segment
with a length of 2.5 units, an empty space with
a half unit size, another line with
a half unit size, and finally, another
empty space. After which the pattern
automatically repeats itself. So I'm going to
enter, for example, six for the line and enter
three for the empty space, and you can see it automatically shows it in the viewport. So now let's hit and test this new line
type that we created. So let's go to the hidden layer and change its line
type to dashed custom. You can see it
automatically changes. So we can come back later and
make other changes to this. Now, each of these
annotation objects have settings that can change its size and scale only inside the layout or only
inside the model space. Now, in this way, we can
have different sizes and scales for the layout and different sizes
inside the model. And that's how
annotation scaling is determined when we want
to have a specific size. So to see how we can change
this for these objects, let's go to our
properties and take a look at our meters
architectural style here. Now, to understand this,
I want to introduce another multiplier here
called model space scale, which you can see up here. Now, this means that
whatever you see on the layout is additionally
multiplied by this number, and the resulting size is displayed inside
the model viewport. So what you see here is a different size than what
you see on the sheet here. Remember, the text size
was set to 2 millimeters, sorry, set by two units
inside the style. And that means
that whatever unit layout or the model is using, this unit this is the size that the text
will be displayed in. So if I measure it
inside the layout, you can see it's
almost 2 millimeters, which corresponds with what
we see inside the style. However, if I go
back to my model viewport here and make
the same measurements, it's going to have
a different size. Now it's 33 centimeters, which is a lot different. To understand this difference, let's go back to our
properties here, and this time, I'm going
to set this scale to one, basically eliminating
any change between the model and the layouts. When I hit a K, something strange happens and instead
of making them smaller, the same size, it
makes them larger. The reason for this is that number inside the style
is a unit less number. It basically interprets the size based on the unit of
that specific viewport. So inside the model viewport, we use meters as unit
and inside the layout, we use millimeters as unit. You can tell by
going to the edit and taking a look
at the unit here. So inside the model, if I
make a measurement now, for example, here, you can
see it's almost 2 meters. And from Rhino's standpoint, this is a correct number, and the reason for this is
the difference in our scales. And we can fix this
difference by using that multiplier and giving
it a small number. So in this way, we can have a corrected scale inside
the layout and at the same time maintain a
readable text inside our model. There's also another way
we can approach this, but I want to
recommend that one. So let's just take a look at it. I can set this to one, hit Okay, and again, go back
to properties. And this time in
the unit section, you can see that we have
options to change the units inside the model space and
the layout space separately. Now, let's see what happens if I go to the layout and
change the layout scale, sorry, layout units to meters
instead of millimeters. Now, let's set it to
meters and hit OK. It's going to ask me to scale the geometry to correspond
with the new units. Now, regardless of
what I choose here, it's going to have
pretty strange behavior. So let's zoom in on this. And apparently the model
itself has scaled correctly. And when I measure it, it's going to show
up in meters here. But you can see the
picture is almost black, and the reason for this is that let's zoom back
and take a look here, is that the annotation
objects have become so large that they cover
the entire detail now. And the reason for
this is now they are measured in meters
instead of millimeters. So the text a text
size of 2 millimeters, now it is interpreted
as 2 meters in A four text in
an A four sheet, which is a lot
smaller than that. And that is why they take up
a lot of the viewports here. So let's go to properties, and to fix that, we have to edit the style and make every
number a lot smaller. So for example, if I give
it a very small number 2000 and make this also
very small like that. And let's also decrease
the extension lines. To a very small
number and it okay. Now you can see that it
fixes some of the problem, but I still have
to adjust many of the other settings to
make up for this change. I personally prefer to
use millimeters for the layout and meters
for the model, not only because it is already
set inside the template, but also working in millimeters for the layout makes it a lot easier to set things such as
text and dimension sizes. So I'm going to just bring this back to
meters and millimeters. Like that. And so for the
other parts of our drawing, let's take advantage of using these multipliers to fix
the sizes on our layout. So I'm going to
start by going to properties and in
meters architectural. I can just change
this height to, for example, one point 1.5. All right, that's a lot better. And it also has a scale
inside the model viewpoint. So we can go back and set this model space scale a little larger to make up
for this change. And next, I'm going to change the size for
our line types. So going back to the page, you can see that it is
displaying a lot larger than what I see
inside the model. So let's go back to properties and choose our line type and make these numbers
a lot smaller. So I'm going to give it, for example, two
and another two. Let's say okay, and you can
see it has become better. Inside the layout. But when I go back to my model, it becomes much more smaller. So to have a better display
inside the model space, I can change another global multiplier
for the line types, which can be found down here, which is called line type scale. Now, let's set this
to, for example, 50 and hit Ok, and you can see that it has
fixed the problem for us. But at the same time, it has not changed the size
inside the layout. So now let's take care
of the hatch problem. So you can see that the
density of the hatch is a lot more than what you
see inside the model space. Now to fix that, we can run a command
called Hatch scale, and we can set the model space hatch
scale to something small, like, for example, 0.3, and let's go back to the model. It makes it smaller, but we have to set the
actual scale number on the properties to a higher value to be reflected
inside the layout. So let's just select
these hatches. And I'm going to change
this to, for example, one. Let's make it larger, 1.5. And let's check it out
inside the layout. Now, it's looking pretty
good inside the layout, and inside our model, it is also looking good. So you can verify this change by typing Hatch scale again and let's just enter
something else. And now you can see that
they become too large. And now but it won't
change inside the layout. So going back here, I'm going to just type in a
smaller number again, and now they have a
correct size inside the model while maintaining
their size inside the layout. But notice that you can also disable scaling
for the hatch pattern. So if I just disable this, Now it maintains the same size inside the layout and
the model itself. Now, I wouldn't recommend this because that eliminates
the whole purpose of using layouts to properly display these
patterns on the paper. So to avoid unexpected behavior and sizes when you print them, just let's enable scaling here to automatically
do the job for us. Now, when I zoom back inside the inside my model
in the layout, you can see the hatch
scale automatically adjusts itself to my zoom level. So they have the same size
relative to the paper. And this is exactly what
I want inside my model. So let's just put it on 0.2 and position is here
and lock it into place. That's it for the hatch pattern. We are pretty much done with
annotation and scaling, and the only thing
that remains is the line widths that are going to be
printed on our paper. So as you can see, these are also different from what you see inside
the model viewport. And although the print
preview is activated, so let's fix the size of
these line width as well. So basically, what
you see in the print is determined by the print width that you set on the layer. However, when it
comes to layouts, you also have the
ability to determine a separate line width to
be used for printing. So let's slide this layers
menu to the left side, which reveals new options that appear here that are
specific to our layouts. When I go back to my
model viewpoards, you can see these
options disappear, which means that they are
specific to our layouts, and one of the advantages of using layouts is having
these options here. We're going to use them in
the next video, but for now, let's pay attention to
layout print width. Now, an interesting
thing is that we can control these individually
per every detail view. So if I open my detail view, you can see the name of
these columns changes to detail as opposed to layout
when I'm outside the details. So right now, the layer for the walls here has a detailed
print width of 0.3. Now, I can decrease
this to 0.13, for example, and hit ok. And when I exit the detail, you can see the effect and how the lines
have become thinner. So let's just accept the
values, these values. And now let's test how our
model looks in the print. So let's hit Control P, and let's take a look
at the settings. They seem to be quite all right. And now let's also
take a look at another setting for line
types and line width. Now, when we scroll down here, an interesting
option appears here, and we can control the line types either
by pattern definition, which is the one
we define inside the properties or based
on viewport display, which basically means it takes the pattern size from the model viewport exactly the way they look inside
our model viewport. Well, obviously, this is not what we want to do
now because we took all this time to set a fixed
size for these patterns, so they look good on paper. And another setting
relates to the line width. Now, basically, it
has a scale value, which means that
when we print it, it's going to scale every
line width by this number. So if you print it
using this value, they're going to look much thinner than what we
see inside the layout. So let's test it and
see how it looks. I'm going to replace it
on the previous file, and let's take a
look at it again. So now you can see the
line width are very small. This is not very desirable. So I'm going to repeat the
process, but this time, I'm going to set it
to, for example, one, basically eliminating
any scaling here. So let's replace it again
and take a look at it. Now this time you see that the line widths are
displayed correctly. You can set any linewidth
that you want in here and it displays
correctly inside your print. That's it for
annotation scaling and the different options that
relate to them when it comes to printing your
documents inside the layout. In the next video,
we are going to start bringing
different views from our model inside the layout and see how they behave when
we change the model.
21. 21.Presentation_Layouts 2: In this video, we are
going to use the model to produce different architectural
technical drawings, including plans,
sections and elevations, also treaty renderings and display them in our
layout environment. So I have taken the time to create a sample of
an architectural sheet. So this basically is a
couple of linews and some texts that provide some information for
each of our sheets. Now, I have drawn this inside the model space
in our viewport, and now I want to
use it in my layout. So can just select everything and just copy
it and paste it here. Now, something
happens here once you paste it is that it
becomes smaller, and that is because of the
unit difference between the layout and the model that we talked about in the
previous video. So this measures exactly
21 units in 29.7, which is the size
of an A four paper. Now, inside the model,
these units are in meters and inside the layout, these
are in millimeters. So the distance between these two points is
exactly 21 millimeters. But the layout itself
is 210 millimeters. So to fix this, I can just scale this and give
it a factor of ten, which will make it fit
exactly to my sheet. Also, I can just place
it in a corner like this and run the scale command again and scale it
manually, like so. So anyway, once we scale it, notice that the texts
have become a lot larger, and that is again because
of the unit difference and also the annotation scaling that is applied in
our model viewports. So let's fix this text. And I'm going to manually
scale them down and give it, for example, smaller size. By manually changing the size, I can make sure that they
get detached from the style. So if I make a change
later to the style, it won't show up on these texts, which is desirable
because I want them to stay fixed on the sheet. Alternatively, I can just create a different style
for only these texts and use it for my sheet.
So this is okay here. And the next thing I'm
going to do is to just turn the entire sheet
into a block so that I can transfer it to
my other sheets more easily and make changes to all of the sheets
if the need arises. So let's just create a block. And I'm going to
call this sheet. Alright, so now we have a
plan view inside our sheet, and I want to
introduce to you one of the unique features of
the layout environment, which is the ability to
control the visibility of different objects
individually in each detail. So let's copy this entire sheet. And select page one
and create a copy, to. And now we have an
exact copy or page one. Let's just change the
name to something more readable and helpful here. So I'm going to
rename this and call it plan, underscore
ground floor. Underscore furniture. Now the reason I changed
the name like this is because I want to have two
plans of the ground floor, and in one of them, I only want to show
the furniture, and in the other
one, I only want to show the dimensions
and the measurements. So let's rename the new
sheet and call it plan, ground floor,
underscore measurement. So notice that the detail view here is referring to the same place inside
our model space. So normally, when we want to do this in architectural projects, sometimes we just copy the
entire plan just like that, and start working on these
details differently. So in one of them, we
only have the furniture. In another one, we only
have the dimensions. Now this also works, but you need to duplicate some work here
because sometimes you want to make a change to the
plan and you need to repeat that change
in every plan. For example, if I
want to, for example, put this door in this wall, now I have to repeat that
two times because I have two plans of the same
level in my building. So using this method, using the same area inside
our model in the layouts, make sure that we can save time because it's referring
to the same place. Now, the way I'm going to hide the different parts
of this plan view is to double click it and
expand the layers table here. And notice that we
have a separate option for the visibility of our
layers inside the detail. Now, the difference between
this light bulb and the normal visibility
light bulb is that once you turn off a layer using
the on property here, for example, turning
off the doors. It also turns them off
in every other viewport. So this is a change that
is applied globally to every view and
to every layout. However, if I go back to my detail view here
and open it up, and just for example, let's turn off furniture here. Only this time in this column, it only applies this change inside this specific
detail view. So if I get back to my model, you can see the furniture
is visible here, but inside my plan,
it's now invisible. So let's open it up, bring it back and I'm going
to turn off these dimensions. Now, let's see what
layer they're on. They're on the default layer, so let's create a layer
for them and call it dimension. All right. And now we can just turn off
this layer for the detail, which only leaves the
furniture for us. And I can go to my next
plan, and this time, I can open it up and turn off the furniture
inside the detail view. So now I have two plans of the
same level of my building. One furniture plan and
one measurement plan. And whatever change I make to any of my building elements is immediately reflected in both
views inside the layout. So that's one of the
advantages of using layouts. And now let's create the rest
of our technical documents. In the previous videos, we talked about using
the treaty model directly inside the layout for creating
technical documents. Now, I'm going to
use this method to create two elevations, one from the south and
one from the north. So let's create a new layout, and let's call this
one elevation South. And let's add a
detailed view here. And now we want to
change the views so that it faces the building and looks
at it from the south. Now, this would correspond
to the front view. So let's set it on
the front view, and let's zoom in, and we have to make sure that
this has a correct scale. So in the properties, let's type in 0.2 for
one to 200 scale. I want to have it
at a larger scale, so I'm going to type it 0.1. But the problem is that it won't fit inside my A four paper. So let's take a look at
how we can fix this. So outside of my detail view, let's click on Edit, and I'm going to try to
rotate this sheet like that. So that it is in
landscape orientation. Now let's move our detailed
view, put it here, and expand the borders of this view and see if it
fits inside the paper. Now let's expand that to
the edges of our sheet. Now, I want to open it and just pan until I see the
whole facade here. Let's put that on shade
to see it better. But you see there's a problem. We need to see from this wall up to this edge to the left, but we can't fit it inside
the paper with this scale. So to fix that, we need to make
our paper larger. So let's get out
of the detail view here and let's choose
a different side. Let's go with an 83 paper. This is a pretty
good size for this. Now we can make it larger. Let's expand the view
right up to this. One of the good things in Rhino about the detailed
views is that you can snap the borders to three
elements inside the view. So let's just snap it to here, and that's the extent
of our south elevation. And there are some of the pool is showing
from under the building. So let's take that out of
our view, just like that. And I think it's good enough. Now let's just to make
sure it won't change, let's just lock it. And that's looking pretty good. So the next thing we have to
fix about our elevation is the visual style or the
display mode that it's using. Normally, with a
technical drawing, we only see the lines and
contours of our objects, and the surfaces
are not visible. So we need to use another display mode to take
care of this problem for us. And now let's take a look at the different display modes
that we have here. If I set it on wireframe, you can see it takes care
of the surface problem, but the objects behind the
surface are also showing, which is not technically
correct in an elevation. So let's use another
one called pen. And this basically
hides the object behind the surfaces and only shows the
lines and contours, which seems to be okay
for our purposes. But let's zoom in and
take a look at it. You notice that there is a background image in
this visual style. It's supposed to make
it more interesting, but for our purposes, we need to have a solid color
behind the elevation here. So let's now talk about
how we can modify the existing display modes in Rhino and customize
it to our needs. So let's go to Properties
and under display modes, you can see the names of our different display
modes that we have used so far in addition
to a couple of extra ones. Now, let's select pen here, and you can see a couple
of options down here, and one of them is copy. In this way, we
can make a copy of this and customize
it to our needs. So let's copy this, and it brings us to the properties of this newly created display mode. Now, the first thing, let's
change its name and call it, for example, layout
underscore technical drawing. And the first setting that you see here is for
the background, and now it's set on image file. So let's open it, and you see an option for solid color by choosing
this and setting this on, for example, a white
color and hitting okay, now we have taken
care of the problem. So let's confirm this
and come back here, and this time, I want to choose
layout technical drawing. So you can see the name of our
newly created display mode is automatically added
to this drop down. So let's select this
and now you can see it looks more like an
elevation that we want. Now, let's take a look and see what else we can
improve about this. The next thing is the trees here that do not look very good. So let's hide those trees, and I'm going to just select
them and hide them here. But if I just go
ahead and hide them using this light bulb and get back to my perspective view, you can see it also
hides them inside our treaty model in
every other viewport. That is not desirable
because we also want to add TD view ports with renderings
that show these trees. So let's just control
Z here and look at another method
that we can use to only hide them inside
this detail view. So far, we have looked at using the options
in layers panel. To individually hide layers
inside the detail view. But there's an
alternative to this, and that is to select
these objects and only hide them and nothing else on the layer in
this detail view. So inside this light bulb, you can see that there
are other options here, and one of them is to
hide objects in detail, which basically hides
only these objects only in this detail view, and that is exactly
what we want. So if I do this and get back
to my perspective view, you can see the trees
are showing here, but not in our elevation. So that's another
good feature of the layouts that gives
us more control. Now, let's take a look at it. We also want to hide the
buildings around our villa. So let's hide them in the
same way, just like that. And now let's take
a look at this, and there's the corner of one of the models showing
through the wall here. So let's hide that
as well, like this. And there are also a
couple of lines here that are curves that basically exist from the time we model these
curtain walls here. We can delete them or hide them, but we can also use
another ability of display modes to hide them only inside of
this display mode. So let's go back to
display options. And with our display
mode selected, we can go down here and take
a look at these options. The first one of them is a
check mark for show curves. If you uncheck this, you
can see that immediately the lines are hidden
inside our display mode. And this is much cleaner. So that's basically
how we try to simulate to the elevation
using the treaty model itself. There are still a couple of extra information that we need
to add to this elevation, for example, the height of different levels and
some dimensions. So let's add those
to our elevation. Now, Rhino's layouts
have another ability, and that is we can
add other objects, especially to the
objects to them without them showing inside
our other viewpoints. So let's, for example, add a line here to show
the height of this edge. If I get back to my model, you see this line does
not exist anywhere, only inside my layout. However, if I open up the detail and try to draw it inside of it, you can see that it also exists
inside the treaty model. So whatever I do
inside the detail is also drawn in every other
part of the project, basically exists
inside the project. But if I draw objects
inside the detail, they only exist inside the
detail and nowhere else. So let's delete this
line and this time, let's draw our elevation
symbols inside the layout. So I'm going to just
draw this line. Let's also draw this triangle here and let's add a
hatch pattern to it. And let's also add a text. Now for the text,
we need to read the elevation of this point. So in the perspective view, let's measure the height of this compared to
the ground level. So using the distance
command, let's, um, let's measure the height of this edge or let's
measure it from the edge of the roof itself without the guard at this edge. So I'm going to just pick a point at the ground elevation. It doesn't matter
where. Basically, I'm trying to just
read the DZ value, which is the height difference
in the Z direction. And that is 8 meters. So in my elevation, I just have to move
these lines so that they are aligned with
the roof elevation. Now, to see the roof line here, we have to enter this and set our visual style on wire
frame. So let's do that. And now we can see
where the roof starts. So I'm going to
get back again and just move this by putting
them at this height. Now I can get back to
my detail view and put it on our custom
display mode. And now let's add the text Make sure to do this
inside the layout and not in the detail view. So I'm going to type plus 8.00. And let's make it a little
larger, for example, like three, and that's it. We can also add another
one for the first floor, and we can use this line
here as a reference. So let's just draw
something from here. As a guide, and I'm going
to put it here and copy this line and move it to the edge of the other one and then
I can delete this. And for this, the
height is, of course, 4 meters, and I'm going
to type plus four. So I can keep at other details. If we had designed our columns, we could also have added axes in this elevation that show the distance
between the columns. So let's just instead add
a couple of dimensions. So let's go to our
dimension layer and using the DIM command, just add a couple of dimensions
to different places. Let's disable the center snap because it's interfering
with our measurements. And for example, I can
measure this which is 10 meters and let's
also measure these. Now, this is just an example to show you how we can do this. We can do it much more cleaner if you need to add more details. So this is the basic
idea of adding extra to the information to a detail view that is basically directly
taken from the treaty model, and there is no interference
between the two as long as you do it
inside the layout itself. Now, let's also add the same elevation but using
a different visual style. So I'm going to just copy
this by holding them out. And in this one, I want to change the
display mode to render. And now you can see it shows up with the material applied. Now, let's also bring back the trees we just hid
in the other elevation. So we need to go back
to this light bulb, and on the same option,
only this time, we just right click on
this and it brings back everything that was hidden
only inside this detail view. So now let's finish up by adding our title block
to this sheet as well. So I just copy this
and paste it in here. But you see that the
title block was designed for a portrait orientation
in A four size, and now we need to modify it to fit it to our A three paper. So I'm going to just
explode this and select these two lines here and drag them all the way to
the edges of my sheet. Like that. And I can
just finish this part by drawing a line here
because we don't need to fill the entire length of the
bottom of our tile block. Let's also make
another line here to make it look better,
just like that. And we can turn this into
another block and call this sheet a tree landscape. All right. Let's also move
this detail down a little bit, but you have to be careful
when moving details, especially when we have added to the elements to them
because once you do that, you can see that some of the two the elements do not
move along with it. So it's best to draw a rectangle around the whole thing here
and move everything together. Like that. You might
get the message that dragon broke history
on several objects, and this is okay in this case, because it means the dimensions here are no longer
attached to these edges. So if we move the edges
without the dimensions, they're going to
be left in place. But if you move
everything together, that shouldn't be a problem. Okay, that's it for this video. And although there are a couple of things
that need to be done, for example, we have to
add other extra dimensions to this elevation to show different heights
of our models better. And we also have to
add north elevation. Because the process is
the same for those, I'm going to take care of
those before the next video, and in the next video, I'm going to focus on our rendered view ports and how we can improve their representation
inside the layout.
22. 22.Presentation_Layouts 3: In this video, we
are going to finish our technical documents by adding a couple of
renderings to them, as well as a section
of our treaty model. And then I'm going
to talk about a couple of techniques that we can use to improve our renderings
inside the layout. So since the last video, I have taken the time to add a couple of details
to our layouts, as well as two new layouts
here that you can see. One of them is the north
elevation that I used the same technique that we discussed in the
previous video, and I have also added
a first floor plan using the combination of the clipping plane and
the M to the command. Now we have these documents, but before going into adding perspective
views to the layout, let's talk about
these elevations. Now, we use the treaty
model directly to represent this elevation without using
other commands like m2d. Now, this method offers several advantages and
also disadvantages. And I'm going to show you quickly with an example
what these are. Let's go to our
perspective view here and take a look at the model. Let's disable this clipping
plane that I used for the first floor plan and
take a look at our model. Now, let's say we wanted to
add a couple of elements. For example, a couple of
columns at the two sides of this protruded volume here
to support its structure better and also an
entrance door for the yard and a window
for the room behind it. Apparently, we forgot to add
these in the previous video. So let's start with
the columns here. I'm going to put it
on the walls layer and just draw a cylinder. And for the radius, I'm going to give
it 0.15 to give it a diameter of 30 centimeters. Now, let's drag it all the
way up to the roof here. And in our top viewpoints, let's position it at the corner of our
walls, almost here. Let's also mirror it
to the other side. Just like that, and taking a look at it looks pretty good. Okay. And for the door, let's put it on another layer. Let's make it layer, call it door exterior. And in that layer, let's use the black material. For example, the one we use
for the frames. All right. Now I'm going to just draw
a couple of boxes here to represent some bars that
we use in the door. I'm going to give it
an arbitrary size. And let's make an
array of these, for example, I don't know, eight in the X
direction, like that. Just a quick design to
represent the door here. I'm also going to add
a top bar like this. And let's also add a metal sheet behind
the door for privacy. So let's take a look at
it in the render view. Also, let's add these two doors
to this layer. All right. And next, let's go here and add a window for the
room in the ground floor. And for that, I'm
just going to draw a vertical rectangle up here with an arbitrary
size, let's say, I don't know, 2 meters in
60 centimeters down here. Let's also bring it
down by half a meters. And I'm going to use the split face command
to cut it from the wall. Like that. Let's also add a sheet of glass. I'm going to use this edge
to extrude it up here and let's put it on the
glass layer. All right. Now, we made these adjustments, and now let's get back to our elevations and
see how they look there. So in our south elevation, you can see that the door here and the window is
automatically added. Also in our new display mode, they are shown here. However, there seems to be a problem with display
of certain surfaces. Now they appear to be shaded, but we wanted them to only show the edges
around the objects. We can take care
of this problem in the options in the properties
of our display mode. So let's go to display options. And in our layout technical
drawing display mode that we created earlier, we have to tweak a couple
of settings to fix this. Now the first one is a part called color
and material usage, and this is set
on objects color. Now, I'm going to set
it on single color for all objects and put it to white, and it appears to change
the appearance here, but it's still not fixed. So let's go down here
and in lighting method, set this on no lighting. Now, this way we don't have any shading and no lighting
in our display mode. So let's hit Okay
and take a look. It appears to have worked, but you see that the layout
has a background itself, which is in contrast to the color that we see on
some of these objects. If I open this up, you can see that everything is displayed
in white, which is okay. And it also is going to show up correctly
when we print it. But if you want to see a
correct preview of this, we have to change the
background color of the layout to white as well. So to change that, let's again, go to
the properties. And this time, in the
appearance section, there's a part
called for colors, and in there, in
viewport colors, there's an option
for the layout. Now, just set this to
white and head okay and you can see it fixes
the problem. That's it. Now let's take a look at
the north elevation here and you can see the columns
are automatically added. We can see the door here and the columns in the
other viewport as well. But there's still a problem. If we had a wall here and
now this wall is missing. And the reason it's
missing is because when I added this north elevation, there were some objects
blocking our building. For example, the perimeter
wall was blocking it. But if I bring it back,
let's, for example, right click this to show other
objects inside the detail. For example, I want to bring
this perimeter wall back. You can see that it
covers my elevation, which is not ideal, so that's why I hit it. But in doing so, I also hit every
part of that wall, including the one that
was next to our door. So you can see that
when I hide it, the other part also hides. Now, to fix this, one
of the ways is to separate the front part of this wall from the
parts in the back. So when we hide them, it won't
hide the one in the front. So I'm going to use the
split command for this. I'm going to just draw
a line, for example, here and using the
split command, you make sure not to type a split face here because we want to split
the whole object. Now, we have to select
the perimeter wall and hit Enter and select this
line as the cutting object. So now we have two
objects here and can safely hide one of them while
keeping the other ones. So going back to our
north elevation, now select this wall and just hide it inside the detail view. Now, you can see the
other part of the wall, it's still visible
inside the detail, which is technically correct. So now we have seen
the advantage of using the treaty model directly
inside the layout, but let's also talk
about its disadvantage. That is the lack of the ability to control the line width
of our treaty model here. Now, for two D elements
like our plans, we have the ability to control linewidth from the
layers menu here. And which is a crucial element
of architectural drawings. But when we use the
treating model directly, we don't have that ability. And basically, these
edges here are controlled not by
millimeters, but by pixels. So this is a limitation that you have to be aware
of when you use this. Sometimes it's okay because
we don't need to have very precise line width
for some of the drawings, but in case you do, just
notice that then you have to use the make to the command to turn this into a
two the view. So Let's print this to see how
it looks in the final print. So let's hit Control P, and I'm going to accept
the defaults here since the scale is correct
and just save it. Now, when you use a rendered display mode
inside the layout, it can take more time to print because it has a lot of pits
and information to process, and the file size tends
to become larger as well. So now let's take a
look at the file. To see how the line
widths are looking. Alright, so you can see
that they are too thick, and this is not ideal for
an architectural project. Rhino offers abilities to reduce the thickness
to a certain extent. So let's test them and see how
we can improve this print. So we have to go to
our display options and display mode
on their objects, there is a section for lines, and this is where Rhino controls the thickness of
these lines on the model. And this is in pixels. So what we're looking for
is the seet line width, and we can set this
to a lower number. Actually, one is the minimum. So let's hit Okay and print again and see how
it looks this time. Okay, so let's open it up. And it appears it's better because we can
see more details now, especially in the thinner areas where objects are
closer to each other. But it's still not ideal
compared to a two D drawing. So it depends on your use case. So if your office needs to have these documents
in exact linewidth, you have to go with
the m2d command. But in some cases, it's okay to use this technique
because we don't have to have exact line
width for our elevations. So that's it for this method. Now, let's go back here and add a couple of perspective
views to our sheets. So I'm going to add
a new layout here, and let's call it
perspectives one, and the rest is
okay and it okay. Now, I'm going to add a
detailed view up here, and I want to add another
one down there later. So let's just set the
view for this one. And the first thing that I'm going to do here is
to set the view to perspective and also the
display mode to render it. Now I have to find a good
view that I want to see the project and lock the view
so it won't change anymore. Now, I think this
is pretty good. So now I can go here and lock
it. I won't change anymore. But there's another
option when it comes to perspective views
that we can use to enhance the way it looks, and that is an option
called lens length. Now, in real cameras, when we reduce the lens length, it basically increases
the field of view or the amount of objects that can
be seen inside the camera. So the lower this number is, you can see the more of
the scene, I can see here. Have to be careful not to
reduce it too much because it can lead to some exaggeration
inside the treaty viewport. Let's put it on, for example, 30 like this and also change the view a
little bit, just like that. Let's put it on 35.
And move the camera. Now this is very good, especially for scenarios
where you have a very tight space and there is not much
room to move the camera. You can use this
method to capture a lot of information
inside that view. Now I'm going to lock this and just get out of this detail
and make a copy of it. Let's just drag this down and now I can enter the view and look at it from
a different angle. For example, here. And then lock it again. Let's also hide the
clipping plane layer, so it won't show up here. Let's hide it only
inside the detail. And also for the one
up here. Alright. Now, there are a couple of
options that we can use to increase the realism of
these rendered viewports. Now, the first one is to disable all these lines that run across our models because in
a realistic rendering, we don't usually see the lines
and edges of our models. So let's go to our display mode. And in rendered, we have
to disable these lines. Now, just to be
on the safe side, I'm going to create a new display mode based on the rendered display mode too, so it keeps the rendered intact. So let's call this rendered
underscore layouts. And now to hide these lines, we have to go to objects
and find surfaces. Now, under here, you can see the options for
displaying these edges. Now, the edge thickness in pixels is specified here
which we can set to zero, and we can also use the option, use surface edge
settings for naked edges as well, and itok. Now, to see these changes, we have to change
the display mode for these two detailed views. Now, let's open them and
put it on rendered layouts. Let's also change the other one. And now you can see
that no edges are shown inside these
views. All right. And the next thing
that we have to be aware of is that once we
open the detail view, you can see the sky
becomes visible or the HDRI image that we supplied for lighting
and the backdrop. But once we get out of it, you can see a single
color is shown. Now, you have to be aware
that once we print it, depending on the settings, this sky can show up
inside the print. So if you want this to
appear in the print, you have to make sure that
background color is checked. So that the sky color is
shown inside the print. Another important
option that we can use to enhance the
realism of our renders is to have a correct
sun position and orientation for
better lighting. So let's go to our rendering tab and change
the sun setting a got a bit. Now, I'm going to just rotate
the sun a little bit here. And the reason we're not seeing it is because we
have to activate a detail view so that we can see the
changes in real time. Now, let's, for example, change the orientation to this and also change the height. Like that, and hit okay. Now, although this method can have a great effect on
improving our renders, it also introduces
another problem. And that is, when I zoom in, you can see that
the other rendering also updates with that lighting. Sometimes we might want our different renderings to have individual lighting
for themselves. We don't want to have
the same lighting for all the renderings
inside the project. But we can't do that
in this case because the sun settings are
globally applied to every viewport inside the in. Having a live view port in here, although it offers
many advantages, it has the sole
disadvantage that it can't have separate
lighting for itself. So to fix that problem, we have to use the CPU rendering inside of Rhino to
produce an image and then import that
image back into Rhino and use it as a rendering. So let's just see an example of this and how we can fix this. So let's go to our
perspective view. And okay, you can see the sun settings are also
applied to this rendering. I think this looks pretty
okay for a render. So let's just hit render here. And because this
is not real time, it can take quite
some time to finish. And also, as you can see here, some of the settings
that look good inside of our rendered display mode are not looking good
inside the render. For example, the water
here is not looking good. So we might need to change some material
settings as well. So let's just stop this rendering and take
a look at our material. Let's change the water
material for this layer. And for this, I'm going to just decrease
the transparency a little bit so it shows a better inside the CPU render and
then render again. We might need to have
a couple of trials and errors until this
is satisfactory. So let's just also turn off ResnaRflectivity
and render again. That's good enough for now. So let's just save this and
give it a name like R one. Now, this basically
saves a picture of this, and now we can go
into our layout here, and let's delete one
of these detail views. And instead of it, I'm
going to import a picture. Now, let's make it smaller and let's just drag and drop
this inside the layout. We can just drag it
like this and maximize. Now I'm going to position this inside my layout like this. Let's bring it a
little bit down. And also this one.
So for a rendering, you have to check your settings before you
take your rendering. For example, in this case, that was the resolution
that this rendering used, and let's also see how it
will look inside the print. So if I just print this
layout here, but before that, let's also make a couple
of changes to this. And also, let's add a
title block to this. So it it's better with
our other sheets. Okay, let's bring both of
these up a little bit. And now let's print. Let's just replace it on the other one. Now, this again
can take some time because we have a lot of pixel information
inside the sheet. All right. So now let's
take a look at it. This is how it's going to look.
Now one of these views is a live rendered viewports that
can update automatically. But the other one is just a
picture that shows up and we have to update it manually if any change happens
inside the viewport. So each of these methods have their own pros
and cons and you can use each of
them depending on the use case and your project. Alright, that's it
for the rend drinks. Although we forgot to turn on a couple of layers that could
show up in our rend drinks, for example, the rock layer. Let's just turn them on here. And also, let's turn
on these plans here. Now, as you can see, inside of our live
rendered viewport, this will automatically
show up in the render. But for the other one,
we have to repeat our rendering and save the picture and import
it again inside Rhino. That is the clear advantage
of using this one compared to a CPU render. All right. Anyway, so finally,
I want to produce a section of our building and
place it inside the layout. Now for a section, we can use a clipping plane and show it directly
inside the layout. In which case, we
lose the ability to control the line
thicknesses and line width, just as we talked about before. Or we can use the m2d command and produce
a two D drawing of it. I'm going to go with the first method because it's faster, and in this case, we
don't need to have exact line width
inside the section. So let's just add a new layout. And let's put it on a tree and landscape
orientation, just like this. And before adding a detail, let's add a clipping
plane inside the model. So inside the
clipping plane layer, I'm going to create
a clipping plane, a vertical rectangle here. And move it inside the
building like this. Now I want this to pass
through the stairs to show the vertical connection
inside the building. Let's also rotate it by
90 degrees like that. Yeah, that looks to be okay. But also let's move
it in a little bit, so it shows the garage as well. And now, let's say we wanted to have this section
inside the layout. So I'm going to go to my new layout and
add a detail view, for example, like this and
inside the detail view, I need to look at the model from the direction of
the clipping plane. In this case, it is looking
at it from the back side. Let's just set the view to back and enable the
clipping plane. So I'm going to run the command, enable clipping plane, and carefully select around the
area where I think it is. So I have to be
careful not to select the other clipping
planes inside the model. So when I hit Enter, you can see that it is cut
with the clipping plane. Now, let's set the view
to technical drawing. And also, let's hide a couple
of extra objects here. All right. And finally, let's u set the scale. So that's the corrected scale. Now I'm going to lock the view, and outside of the view, I'm going to adjust
the borders to the edges of my
section like this. Now, I can also add a hatch pattern for the ground underneath
the building here, for example, a totally
black hatch pattern. So let's go to the hatch
layer and just draw a rectangle up to
here and add a hatch. Let's set it on a
solid color and hit okay. That sounds pretty good. Now I can also add
hatch patterns for the places that are cut
with the clipping plane, but I'm just going
to leave it at this. It was just to
demonstrate the point. We can finish this with as
much detail as we want later. And now let's make
it a little bit more interesting and add a three dimensional
section in the layout. So I'm going to add a
detailed view here. And let's put it on perspective. In this perspective,
I'm going to enable my clipping plane that
we use for the section. So let's enable clipping plane. But disable this one and have a three section of
our building right here. Now, let's also hide the clipping plane layer and also hide the environment
around the building. I'm going to just hide
them inside the layout. Let's also hide the
vegetation layer for this particular
detail and also these. Now, we have a treaty section
of the building and we can even set it to
isometric instead of perspective to make it
look more technical. Now we can just zoom
in here and pick an appropriate angle to look at the building from
here, just like this. And let's also change
the visual style to, for example, technical drawing. And that's it. So you see we can add various details side by side and compare them together in here. Let's also add
another detail view. So I'm just going
to put this aside. But let's also add the
title block. Alright, I'm going to move this up here. And let's also make
this a little bit smaller and bring it up here. Now, I want to add the
detail we drew from the railing and show
it inside the section. So I'm going to
add a detail here. Let's bring it
down a little bit. We're going to set
it to perspective and zoom in on the railing. Right here. Let's also set it to technical and also turn off the clipping
plane in here. And also, let's turn off the vegetation to have a cleaner
picture here. All right. So now I can add another detail view that shows the exact section
of the railing. So in here, I'm going
to draw another detail, and let's let's
adjust the borders. Give it a little
distance from the side. And now into detail, I'm going to zoom in on my
railing detail like this. And let's put it up here and
also put it on technical. But some of the lines
are not showing here because the curves are disabled
inside this display mode. So I'm just going to put
it on rendered like that, and let's just click out of it and adjust the border again, bring it up here a little bit. And let's also make the
hatch pattern larger. Like that. Let's also the view. And now we can draw
a couple of curves. For example, I can draw
a circle right here and then draw an arc that
connects the circle to this. So basically, I'm just
trying to give you a graphical representation
of details and show you Rhino's ability to mix three reviews with two
the technical drawings. Okay, that's it for this video. So in the next video, we are going to finalize the layouts and our
architectural sheets by giving proper names for
the sheets and also discussing methods to
prepare our final documents.
23. 23.Presentation_Exporting: In this video, we
are going to take the finishing steps in our project and prepare
our documents for export. So let's take a look
at our title blocks. And here we basically need to add a couple
of information. And if you remember, we
turn them into blocks, so we can just open
the block and add any common information inside the block so they get
repeated everywhere else. So let's just fill
in this information. So, for example, let's type Rhino course uomi and
for the client name, I'm going to add my own name. Let's close the block editor. You can see that the same
information is reflected in other instances of
this block as well. For the sheet name and number, because they're unique
to every sheet, we have to enter them
outside the block. Let's just add a text,
and for this one, let's call it ground
floor furniture plan. Let's also make it a little bit bigger for the sheet number, I'm going to follow
architectural standards and call it a one oh one. For the scale, because
in this paper, every millimeter is
equivalent to 0.2 units inside the model
space, which is a meters. I'm going to just type
in one to 200 like this. Now we can copy these
and bring them to the other plan that we have here and change
them a little bit. Now, this is a measurement plan. Let's also bring
them to the side. So that's basically it. So for this 83 paper, we can just copy the
information that we had inside this block and paste
them right inside of it. Okay. Like that. And let's hit Okay, and for the other information, we can also copy these texts
to make the process faster. I'm going to call
this South elevation. And a one. And the scale for this
is actually one to 100. So let's just type in
the correct scale. Et's go to our other
elevation and paste in this new information here, and one of four, and this is the north elevation. Again, with a one to 100 scale. Let's also modify this and hide these trees inside
the detail view. Looks nice. Now, something
that you might notice, sometimes when you
open your layouts, you might notice that
the line type scale is quite large
inside the layout. Now, if I check
it with the plan, you can see that the other
line types are looking okay, but the reason it
is showing you like this is that we have to enable an option to show the correct scale of
this when printing. So run a command called
Print display and you have to turn it on so that the line types can
display correctly here. So now when I look at it, you see it has the
corrected scale. All right, so let's
move on to the next, uh document here. This is our first floor plan. Now, if you want your plans to be next to
each other down here, you have the ability
to do that by right clicking and
selecting move or copy. For example, I can say move it before our elevation south. So you can see now the plans
are next to each other. Let's just copy
these information here and paste them right here. So A one oh two. Now, I think this should
be a one oh three. So everything after it should get an
additional number here. So we have to be
careful about the order at which these
documents are placed. Let's call this one, one of four and this
one. One of five. And, uh, for our perspectives, let's fix this typo
here perspectives. We can add other
perspectives to the project, but you already know
how to do that, and we demonstrated the
point in the previous video, so I'm not going to
spend time on that. You can add whatever other views that
you like to the project, the procedure is
basically the same. So let's just copy these
information and paste them here. I'm going to just call it
perspectives under square one. And this basically
is a one oh six, and it has no scale, so I'm just going to put
a horizontal line here. So let's put this
in the middle here. And let's go to our next page, and now let's give it a proper
name, call it sections. And let's paste that
information again here and call it sections. Now, I'm going to call
this one oh seven, and the scale is one
to 100 for this one. And we can add individual names for these details inside
the layout if you want to, but I'm just going
to leave it at that. So that's it. Now we can print these and
export them into files. Now, let's start printing them. So when I hit Control P, you see it automatically recognized as the
sheet size because we are in a layout
space and it reads that information
from the layout. So basically, we don't
need to come down here and set the
scale explicitly. Now, another interesting
option that we have with layouts is the ability to print all the layouts
at the same time. Now, because we have set the properties in each
layout separately, we can just select
this and hit Print. And let's just give it this
location and save the files. Now, it can take
some time because we are basically printing
everything all at once. So let's wait for it to finish. Alright, now it's
printed the file, so let's take a look at it. So you can see the file is quite large and when we open it, it has our plans and this is where it
runs into a problem. Now, some of those layouts
were a three paper, and the other ones were a four. And these A three papers were in an landscape orientation, and that's why half of them was actually cut from the print. So this is not a
desirable behavior. Now, to fix this, we can either print every sheet separately, which
we'll do in a minute. And also we can use another
option in printing. And that is this
multiple layouts option. Now, this basically gives
us the ability to pick which layouts we want
to print into one file. So the way this works is
that we have to type in numbers that correspond to the layouts from left to right. So let's count them. And the first one is
the furniture plan, which is an A four paper, and because we want to print in A four right now,
so let's pick it. Type one and hit comma. And the next one is
the measurement plan. So let's add that as
well and the next one, which is the first floor. So our elevations are
not in A four paper, so we are not going
to pick them. They correspond with
numbers four and five, but the perspectives are in
A four, so we can pick them. So I'm just going to
type in six head comma, and the sections also
are in an A three paper. So let's just print
these four layouts. And let's replace the five All right. Now let's take a look at it. So now we only have
A four papers here, which is better, and there
are no mistakes in the files. Now, we can keep printing the A three
papers like this as well, like this as well and place
them in a different file. But personally, I
want to print them separately and then join
them together inside another software
because in this way, I can make sure that
the sheet names are correctly ordered
after one another. So right now, it's a one oh three and immediately
after it is one oh six. Now, I don't want
to work like that, so let's just print
them separately. So I'm going to just delete this and go back to my furniture
plan and hit print. Just put it on this and
keep printing them. So for the first one, I'm going to number
them in order. The second one third one. Now, these are
printing quite fast because they only
exist of lines. Now for our elevation, when we print it, let's
give it number four, you can see it takes a
little bit more time, which is really because of the rendered display mode that is used for
the elevation here. L et's also compare
the fine sizes. So number three,
which is our plan, is taking 500 kilobytes, and the next one is
taking 22 megabytes. And the reason for it is exactly this rendered
display mode here, which shows the
materials here as well. So that's because
the file has to store the textures
in it as well. To reduce the file size when we have a realistic
image inside of it, we can use a trick here. Now, let's print that again. But this time, let's decrease the resolution
of these images. Now, 600 DPI is quite
a large number. Many printers do
not support this. So I'm just going
to put it on 150 here and print it
again and replace it. Now, that was pretty quick. Now, let's check
out the file size. Now it's only 1.5 megabytes. And when I open
it, the difference in quality is not
that much noticeable, especially when printed
on an 83 piece of paper. So this way you can optimize your file sizes when printing. Now, let's also talk about an important option that exists in the files
that we print. So I'm going to open a
couple of these files now. And have a comparison of the quality of the
image in these two files. Now, inside my plan, notice that no matter how
much I zoom in on the file, the lines and the dimensions and the texts automatically
improve their quality. Now, they have this behavior because they are vector objects. Now, by vector, in general, we mean any kind of two
D or TD object that is generated procedurally using
a mathematical formula. So regardless of the zoom level, it automatically
regenerates itself. Now, these kind of files are
ideal for printing purposes, especially on large
papers because they do not degrade in quality
when we zoom in on them. So this is very good for
our technical documents, and there is an option
in the print dialog that we have to check
for this to happen. But in the other file where we have pixel information,
for example, we have a realistic image here, when I zoom in, you can
see that after a while, it becomes a little bit blurry. And that's why because
it is not generated, in real time, it is basically just pixel information
stored inside the file. The same is true for
this elevation here. And these files are
basically called raster, which refers to pixel data. So let's get back to Rhino and let's print our
next elevation here. So in the print dialog, you can see this option here. Now, in the output type, we can either choose vector
output or raster output. If you put it on raster, even if it is two D plan using lines and other
two D elements, it's going to output it using pixel data based on the
resolution that we tested before. But it is a good practice
to set it to vector. So whenever there's a
picture file inside the sheet or something that can be represented
using vectors, Aina automatically
prints it as raster. But otherwise, it
will print as vector, which is a lot more precise. So let's just print this. I'm going to call this five. And let's go to the next one. Well, this is a
completely raster sheet. So let's just print this as six. And the sections here. Now, you expect them to
be actually vectors. But interestingly, Rhino is going to export this as raster because the section
that you see here is actually part of
the treaty model that is cut using
the clipping plane. This is not a two D drawing, and anything that is
not a two D drawing in Rhino will be
interpreted as raster. The only thing that is a vector here is the detail up here, which will be
exported to a vector. So let's see what
happens when we export this. Let's call the seven. All right. Now let's open
it up and, all right. So let's zoom in
on these details. You can see a little
bit of pixel artifacts appearing on the edges
of our documents here. Of course, we can improve this by increasing the resolution, but let's now zoom
in on this detail. Now, this has an
excellent quality and is improving
once we zoom in. This is because
it's a vector file. So that's basically two
important file types when it comes to printing
your documents from Rhino or any other architectural software because these are common concepts that exist
across different softwares. And that's it for this video.
24. 24.Presentation_Optimization: We are pretty much
done with the project. And in this video, I'm going to take a
look at what we can do to optimize our project. And by optimization,
I mean making the file size smaller and also making the
viewport faster. And the main method that
we're going to do that is by reducing the number of polygons and lines that exist
inside the file. Now, when we prepared
our documents, we produced some two D models
from the three D ones. And for example,
these chairs here are produced using the m2d
command on a tree chair. Now, when you use that command, one of the downsides is that some of the
models can end up with extreme numbers of
lines and two D elements. So for example, if
I just drag a line around this in the properties, you can see that I got
1,992 curves selected, and that is way too much
for a normal chair. And plus, it's going to
increase the size of our file. Right now, the file
is 50 megabytes. So let's take a
look at how we can optimize this and
reduce the number of lines that exist in here. So I'm just going to go
to my furniture layer, and let's just draw a simplified version
of this chair here. Now, of course, you can use another model imported
from Autocat for example, but I'm just going to quickly draw a simple one just to
demonstrate the point. So let's just draw
a couple of lines to show the wood panels in here. And let's also make an array, for example, 15 in
the Y direction like this. Just like that. And I'm going to use this simplified version
instead of these complex ones. So I'm going to turn
it into a block, put it here and call
it pull chair one. And making blocks
is also important. If you notice that none
of these are blocks. So even if I use these complex models and turned one of them into
a block and copied it, it still would be a lot
more efficient and it would have reduced
the file size a lot. So let's just put
this block here, let's delete the old ones and just replace them
with a simpler version. So I'm just going to put
these here, you know, just rotate it a little bit, put it there, just like that. I'm also going to repeat
the same thing for this other plan right there
and use these chairs. Let's also delete this one. And we also got a table here. Let's see how many lines it has. It's got 1,200 individual lines, and that's way too much. So let's just delete it and replace it with
a simpler version. So I'm just going to draw
a table with a couple of rectangles representing
the chairs around it. So I'm just going to make a
couple of these chairs here. Just like that and put
the whole thing in here. Let's also copy it here. And for this, let's make
it more realistic by trimming away the parts that go under the wooden
logs in the ceiling. We can just drag a line like
this and take care of that. All right. Now let's compare it with the previous
file by saving the file now. I'm just going to hit Control S. As you can see, it's
already reduced the file size by
almost 10 megabytes. So that was pretty effective. We also have other objects
that have a lot of lines here, especially those that were
made using the m2d command. Now, this single chair
has 90 curves in it, and we can also optimize this
by using a simpler version. So I'm going to
just delete these and let's open this and
copy this chair here. Let's also turn it into a block. Let's call it chair two in
case we have another chair. So let's just place a
couple of these here. Let's also copy it
to the first floor. All right. Now, let's also replace these with
a simpler version. I'm just going to
copy the entire set in here up there as well. Just like that. All right. Now let's hit Control S. And there's also
another command that we can use to make
the file smaller. And if we have block definitions,
materials, line types, and many other things that we
do not use in the project, we can automatically
erase them and remove them from the project by using a command called perch. Now, when we run it, this basically asks us
what we want to purge. So block definitions,
annotation styles, groups, hatch patterns,
layers, line types, and so on. So let's set hatch patterns and line types on no
because later on, we might want to
use some line types that we are not using right now. But let's delete any extra
information in these objects. So you can see how many
objects it deleted. So it only deleted one unused lock definition
and one empty layer. So it's a good practice
to keep our model tidy. Alright, so another thing that can effectively reduce the
size of our file is to remove the number of polygons that three
objects use inside of our project and also turning
objects into blocks. Now, I guess the heaviest object that exists inside the
project are these stones. You can see how many
polygons they have. So let's try to
optimize this and also turn one set of these stones into a block and copy it for the
other ones as well. So I'm just going
to delete these. But and optimize these 3 stones before copying them and
turning them into a block. So let's isolate them and
let's zoom in and take a look. Now, Rhino has a lot of capabilities when it comes
to working with meshes. Well, of course, we didn't
work with them because it was beyond the scope
of our tutorial, but just as a quick
demonstration, let's introduce a command
called Reduce mesh. It can be found in the
mesh tools up here, and you can see it by going into here and basically reduces the polygon
count of the mesh, or we can just type
in reduced mesh. So when we run it, it brings up a menu for us that basically asks us how
much we want to reduce it. We can either type in
the exact number of polygons or we can reduce by a certain percentage
or we can optimize the mesh by only removing the extra
edges that are planar. I'm going to reduce
it by a percent. So let's type in, for example, like 70 and for comparison, it shows us the number
of polygons before the optimization and
the ones after it. So you can see now we got 141,000 polygon selected
here, which is a lot. So let's just hit Okay and
see what happens here. Now I can take some time because it's a pretty heavy process. So Okay. Now let's take a look
at our stones here. They might seem a little rugged, but when we go into
rendered mode, you can see it's not much different than when we look
at it from a distance. So depending on the
kind of object, this might work
well in optimizing the object and reducing
the polygon count. Let's run it again
and this time, let's reduce it by another
50% and see how that looks. Not bad. So I'm going to
just turn this into a block and just call it rocks. And bring everything back. So now let's just copy
these here and here. And now let's save our file and see how much
it can reduce the size. Now, we got 40 megabytes here, so let's hit Control
S. All right. Now it's 23 megabytes, so it is pretty effective
in reducing the size. Well, in case you're wondering what we can do to
make the stones look better, for example, to remove this
rugged appearance on them. Also, Rhino has a command
for this called a smooth. So if you just run the
command smooth and hit Enter, it brings up another menu with some properties that we can set to determine how many steps we want to smooth it
or a smoothing factor, basically how round and smooth we want to
make the surface. Depending on your object, you might want to set
these differently. So I'm just going to
accept the defaults and it k. So now you can see it's
smoother than before. So I'm going to just run
this on these two objects. Notice that this
command does not change the number of
polygons in our stones. So it's a pretty safe command. Now, I think I can even reduce the number of polygons
in these stones even further and then use the smooth command again
to smooth them out. So let's have the size
of these polygons. All right. They look pretty good. I don't even have to use
this smooth command on it, so let's just hit Okay, and let's bring it
a little bit here. And now let's save the file
and see how that affects it. There isn't much difference here because we already optimized it and it had a huge difference. Now let's go to another
point when it comes to optimizing our file and
making working with it better. That is an option that was
already activated in our file. But let's assume that we
don't have it activated. I'm going to save save as
to save the file here. There's an option down here that asks us to save textures. Now, if I check this
and save the file, for example, save it
as a new file here. What happens is that
Rhino tries to collect the different textures and
store them with the file. So if you look at the file
size now, it's 63 megabytes. Now, the reason for this huge increase
in the file size is because all of
these textures, including the HDR file
for the background, are now stored inside the file. And this can be actually pretty good if you
want to send your file to another computer or
give it to someone else to keep working on it
without losing the textures. You also have the option to send the textures separately and keep the file as lightweight
and small as possible. So let's test and see how
these affect our workflow. So I'm going to just make this small and come back here
to our textures location. And I'm going to just cut this and paste it somewhere
else, for example, here. All right, it wants
us to close the file. So let's just close it and paste it again. All right. So now let's open
our files again. I'm going to open
both of them to see how that affects the files. The first one, the one with the textures outside the
file project itself. Now, when I open it
probably is going to give me a message saying that the
textures are missing. Alright. And that's the menu. So if you look at the file, you can see that it's
not showing very well, and some of the textures that are listed here cannot be found. Now, the way to
fix this would be to select all of these
using Shift Select, and there are various options here that we can
either replace them, we can browse to a location and individually find these
files or search online, or we can click on
this bulk replace. And in this case, it just lets us to browse to the folder itself
and find the files. So let's just runs to the new
location here and hit okay. And you can see all the
files are replaced. So if I hit Continue now, you can see I got my
textures back in the file. So that's one way to
fix this problem. And let's not close this
and open up the other file. Now, remember this file stores every texture inside of it, so that's why it has
a larger file size. All right, so you can
see it gave me no error, and all the files are contained entirely
within the project here. And once it opened the
file because it couldn't find the folder
with the textures, it automatically
created a folder in the project location containing the textures that
it could not find. That's another thing that you
should keep an eye out for. And obviously, I'm going to just replace these textures
here back where they were. And let's keep working
on our actual five. I'm going to just delete
this and open it up. That's how we can optimize our scene to be
faster and lighter.
25. 25.Conclusion: In this course, we went through the entire process
of designing a villa completely
inside of Rhino from the initial concept to
the technical documents. Now, because this course
was aimed at beginners, I tried to keep the commands and the geometry as
simple as possible. But Rhino also offers a lot more complex
ways to deal with geometry and create a lot more interesting
shapes and complex objects. And what we covered here was
just the tip of the iceberg. So before concluding our video, I'm just going to
give you a heads up on the possibilities
that Rhino has in case you want to pursue
this and learn more about this awesome software
so you know where to look. So one of the capabilities of Rhino that was not
covered in this video was its ability to create
complex surfaces very simply by using a couple of commands
and some base curves. For example, I can just draw a couple of curves
here, just like that. Let's, for example, draw one like this and another
one like that. And let's stack them up together
like this and I can now just run the loft
command and connect these together and create
a surface like this. Now, you saw some of
these commands when I modeled the staircase
inside the building, but it also offers a
lot more commands with much more complexity
that you can use to create very complex
geometry in your scene. Let's, for example, copy
this here and for example, let's run a command
called blend surface and stitch these two
surfaces together like this. See how easily and
intuitively it works, and you can also
control all the aspects of these surfaces using
these control points. Now Rhino has a lot of
commands like this, and I'm sure you
will enjoy working with them and learning
new commands. Another thing that Rhino
is quite famous for is the grasshopper visual
programming environment. And you might have seen it being used to design
parametric objects, but it's not limited to that, and it can be used to create pretty much anything that can be expressed
as an algorithm. And it's a quite
powerful tool that I use a lot in my projects, and it makes work a lot easier. So for example, let's
bring it up by talking grasshopper and just bringing
the surface into this. And I'm not going to go
through the details here. I'm just going to just give
you a demo of what it can do. It has a lot of commands
that you can just simply drag and drop
onto this canvas, basically nodes that you
can connect together, and you get a lot of complex geometry simply
by using these nodes. So for example, here, I got
space frame structure now that I can modify by changing
the points on the surface. So for example,
if I drag them up like this, it
automatically updates. And I can use this to explore many different architectural
options and forms. Quite quickly and also
automate a lot of things. I highly suggest that
you look it up and see the different
possibilities that it can offer for your design process. Plus, it's a lot fun
and easy to use. It also has a lot
more functionalities that it takes a lot
of time to explain. I suggest you look them
up and find out on your own how many things you
can do in this software. But let's also point out
that during this course, a new version of
Rhino was released, Rhino eight, that offers up a
lot of other possibilities, and I totally recommend
you check them out. So for example,
here, you can see a list of all the new things
that are added to Rhino, and it includes many
different aspects. But interestingly, they
also include a lot of new functionalities
with the gumbo and modeling the
modeling procedure, and also with the
clipping planes and producing two d documents
from our drawings. So I highly recommend
that you check it out and see every new functionality
that is offered here. So that's it, I guess. I enjoyed a lot making this video and
sharing it with you. I hope you enjoyed learning
from it just as much. And I guess goodbye
and happy designing.
26. Update_Rhino 8 new features: This is an update
for the course. Originally, the course was
recorded for Rhino seven. However, after Rhino
eight came out, it added some new features and abilities that can
affect our process. The general process
should stay the same regardless of the version. So if you follow the steps, you're going to get
the same result, whether you're in Rhino
eight or Rhino seven. However, using
these new features, we can enhance our
process and speed it up, as well as use some new options that were unavailable before. So let's take a look
at these new options. And specifically, we're
going to take a look at some of these in more depth. For example, we're
going to take a look at the modeling improvements that are introduced in Rhino eight and also clipping
and sectioning, which can help us in producing
our two D drawings with more precision and also
it gives us new options, for example, dynamic
vector drawings that are basically two D elements that automatically update
with the model. We're also going to
talk a little bit about the changes in materials and rendering in the new version.
27. Update_Rhino 8 New Modeling Features: In this video, I'm going to use the new modeling
features of Rhino eight to recreate
our Villa here. But before that, let's have a quick introduction
of these new features. So let's draw a cube here. And in the original course, when we wanted to
cut away geometry, we use the combination of split phase and extruding
using the gumbo. But Rhino eight introduces new features to
simplify this process. So I have opened Rhino seven as well here
just for comparison. So let's copy the cube here. And this is the procedure that we took in the original course. For example, we have a curve
on top of this box here, and we use a split phase, select the phase,
select the curve. And now that it is split, we select it using
Control Shift select and extrude it downwards by dragging and holding control and
releasing the mouse. Or alternatively, we can select it and use
this little dot here, which is for extrusions and
extrude it all the way down. And in Rhino eight, we have a new option here. So let's draw the curve here. We don't have to use
a split face anymore, so I can just select
it and for comparison, let's select the
same thing here, select the curve here. And if you pay attention, the gumball has an
additional icon here. In addition to the little
dot and the arrow, it now has a line, and this line is used for
cutting geometry using curves. So if I just hold this
and drag it down, you can see that it has cut away the geometry without
using the split face. I'm going to use this option a lot for modeling the Villa. But before that, there's also
another command in Rhino, a new command that can give us the same
result in this case, but has some differences with the cut option inside the combo. So let's introduce that as well. This option is called push pull. And the way it works
is that it recognizes the enclosed areas between
curves that lie on a surface. So if I click in
the middle of this, it automatically detects
it and can either make an extrusion or make a hole
inside the solid here. So if I just click here, you can see it gives me a hole or it can give me an
extrusion right here. And in this case, it
also joins it with the previous volume and basically performs a Boolean
union on the result. So it can simplify the process by merging several
commands together, and I don't have to
split face anymore or merge the result
using Boolean Union. And you might be asking what's the difference between
this option and the CUT option inside the gumbal for performing our cuts
inside the solids. So to see that, let's control Z here and make
another copy of the cube. So I'm going to
place it right here. So I'm going to run the
pushbll command and select the area in the middle here and drag it
all the way down. So you can see it
makes a hole in it. But if I do it again and drag it through
the second cube as well, it does nothing to it because
it's a separate object. Basically, push pull
works on the same object. It doesn't work on
everything else. But if I select a curve here and repeat the same thing using the cut option and bring
it all the way down, you can see now it
has cut both cubes, which means that this option doesn't care about how
many objects are in its path or whether
they are joined together or are
separate objects. And this is a very
powerful feature of the cut option that
I'm going to use. However, this is not the only difference between
the two commands here. So there are other
differences that are not going to be used a lot
for modeling this lala, but I'm going to mention them quickly so you can know the
difference between the two. Let's maximize this
and I'm going to draw a cylinder here. Like that. And let's say I want to separate a band from
the middle of the cylinder. Now, I have to do this
by splitting the face so that I have a
separate region in the middle and then use a
command like offset surface, which we covered in the course to have an extrusion or inset, which we can then subtract
using Boolean subtract. But using push pull all I have to do is just select the
area between these curves, and it automatically
recognizes it. In other words, in addition
to planar surfaces, it also works with
curved surfaces as well, and this is a huge
advantage over similar commands that you
see in other software. For example, the
hatch command in Autocat that can
recognize the areas, but it cannot work
with curved surfaces. So when I hit space, you can see that it
gives me a preview of how the result is looking. So if I click here, you can see it creates an indent inside
this surface here. And this is a very powerful
feature of this command. But I can't do that
using the gumbo. So if I wanted to extrude it or cut away the geometry
or bring it in, it doesn't work
because the cut option only works in a single
direction at a time. Cannot move according to the normal direction
of the surfaces, and therefore, it can't work like the push
pull in this case. So now that we have cleared up the
difference between the two, let's start modeling
our Villa and see how we can use these abilities to
speed up the process. Because I have already covered the design aspects of
the villa in the course, now I'm going to
just quickly draw it without explaining the
reasons for the measurements. So let's draw a box 20 and ten
and with a height of four. And for the second block, I want to copy this
using the gumbo. But here's another
difference with Rhino seven. To relocate the gumball, I had to hold down Control
and drag it in Rhino seven, but now the process has
changed and I have to double click it in order to move it
without moving the object. So I'm going to stick
it down here and make a copy of it and then
rotate it by 90 degrees. Let's relocate it
again by double click and put it here and here. I'm going to bring
it back by 2 meters. And bring it to the
left by one meters. That's it. So the next step would be to cut
away the roof here. And in Rhino seven, we did this by drawing
a rectangle on top, offsetting it,
using a split face, and then extruding the interface downwards to create the whole. Now we can simplify all of this using the cut
feature inside the gumbo. But I'm going to combine
it with another command, a new command introduced in
Rhino eight called inset. And it asks us for a face, and after that, it can
offset it inwards. And in addition to offsetting, it also automatically
splits the face. So let's give it 20 centimeters. And as you can see, it's
already split in two parts. And now I can easily
just drag it down using the extrude dot here and
it gives me my walls here. So that was a lot simpler than running all those commands
to get the same result. Okay, so now let's
create a roof here. And I'm going to use the
gumbo again to put it into place and make
another copy down here. Let's also drag this space down. For the ground floor,
I'm going to use the same approach and
use a combination of inset and extrude to hollow
out this block down here. The next thing to do is to
create the opening towards the street for which I'm
going to use inset again. So I'm going to insert
it by 20 centimeters. And in addition, I'm going to select this
edge and bring it up by 10 centimeters
and the upper edge, I'm going to bring it
down by 10 centimeters. And then I'm going to extrude it in words to make the cut. As you can see, it's
quite simple and fast using the gumbo. For the other part of the block, we have to draw a
vertical rectangle to use as a base for our cut. And for that, I'm
going to introduce another new feature of Rhino
eight called auto Cplane. Normally, we have to draw
a vertical rectangle by using the vertical
option in the rectangle itself or aligning our sea
plane to this vertical phase. But with autos plane, if I activate it from down here, any planar surface or
curve that I select, it automatically aligns the
sea plane to that surface. So for example, if I
control shift select this surface and rotate, you can see that the sea
plane is aligned with it. I can do that with any surface, and it doesn't matter what
direction it has and it automatically snaps to the
direction of that surface. So with that surface selected, I can just draw a rectangle and without using
the vertical option, it automatically aligns
with the surface. So I'm going to draw a
rectangle with a width of 2 meters and a height
the same as the block. And I'm going to bring down the top curve here
by -30 centimeters, and the bottom one, I'm going to bring it up
by 60 centimeters. So let's also bring the gumball here and
drank it right here. And then I can use the cut
tool to cut away the geometry. And the next thing to do is to create the curtain walls
inside the openings here. So let's just draw a line here. And extrude it upwards
up to this point. And for the openings, I'm going to just draw
a couple of rectangles. And because of auto seaplane, it automatically
aligns the plane here. So I can just go ahead and draw them without using
the vertical option. And I'm going to create
a rectangle with a width of four and a
height of 2.5 meters. Let's just drag it
inside and align it with the wall and bring it in by
an additional half meters. So I'm going to copy it again and bring it back by an
additional 60 centimeters, which makes it
symmetrical in this axis. Alternatively, we could just
mirror it in this axis here, which gives us the same result. So anyway, once we
create these rectangles, we have to cut them
out from this surface. Normally, we do this by
using the trim command, and the way we do this is
we select these curves, hit Enter, select
inside of them twice, enter again, and then we use the extrude command to give a thickness
to this wall here. But I want to
simplify and speed up the process by using the new
features. Let's control Z. Before using the trim command, I'm going to give the
thickness and for example, type in 20 centimeters. And now we have a solid. And now I just click
the two curves here and just drag them
in using the cut tool. And as you can see, it completed all the steps without having
to run the trim command. Let's mirror it to the other
side of the block as well. And now we have it
on the other side. So the next move is to finish this floor here and attach it to the other
floor that we have up here. So I can just simply draw a box here and give it a depth
of 30 centimeters. Let's isolate these two
to sit and better here, and I'm just going to
drag this face up to here and use the
Boolean Union command. And that's it. So now we are
ready for the next part, which is the chimney here. If you remember, we use the
Bullion difference command to subtract the building volume and the walls from the chimney so they don't intersect with it. And this time, I want to use the cut tool to
simplify the process. So basically the chimney is based on a rectangle
three by two, and I want to place it at the intersection of the
two volumes right here. And originally, we extruded it by 9 meters
and subtracted the volumes. But this time, I just drag it using the cut
tool just like that. And as you can see,
it just cut away the volume from all
the building elements. And now I can just drag it upward and extrude
it by 9 meters. And I can also use the
inset command to instead it by 20 centimeters and
just drag it inward, using the extrude
to hollow it out. Now let's see how we can speed up the modeling of the terrace. To begin that, I'm going
to place a couple of openings in this side so we can place the wall in
the middle of them, which also acts as a
guard for the terrace. So I'm going to
select this face, and using the auto seaplane, I'm going to draw a
couple of rectangles. What of them with a width of
five and a height of 2.2. And then I'm going to
drag it all the way here plus another
20 centimeters, so it won't intersect
with the wall. Let's also draw another one. With a width of 1.2 and a height equal to
the garage door. And now let's place it next to this and bring
it back by 1.2 meters. And now let's make it
2 meters like that. And then I'm going to just cutovy the geometry
using these two curves. And then let's draw a box here with a width of 2 meters and a depth
of 10 centimeters. And I'm going to
bring it up here. So let's place it
exactly right here. I'm also going to bring it up by an additional 1.7 meters. Now that I have this,
I can just copy it and place it on the two
sides of this face as well. So let's rotate it and
just drag it into place. Let's make another copy, bring the gumball here
and drag it here as well. We can also mirror
it to the other side because this is a
symmetrical side here. Okay. The next step is to add the walls behind
these slabs here and create the perforated guard here that also acts
as a facade element. In the original video, I
created a couple of boxes here, and I created a profile for
this pattern on the ground and gave it a depth
and then placed it along the edges here and
cut away the extra parts, so it fits inside the span. But now I'm going to directly
create the pattern on the wall and use
the new abilities to cut away the geometry. Now let's create the
wall behind the slabs. There are several
ways we can do this. And I'm going to show you
a way to do this without using any commands with
using just the gumbo. So I'm going to get this
edge and extrude it down here and further extrude the resulting pace to
make a polysurface. And let's select this face and drag it all the
way up to this edge here and extrude it to
add an additional face. So I can select it and extrude
it again up to this wall. And now we have our wall, and we can finish up by using merged Cplanerfass to
get a unified solid. This is a pretty fast method, but we can also become faster by using the
pushbll command. So let's delete
this and try again. I'm going to draw
a couple of lines, one here, and one at the intersection
of these two volumes. So if you can't get the
intersection, it's not a problem. So we can start a
little behind it, for example, here and
run the pushbll command. And bring it up here. And I can fill this gap by just dragging this face up to the
wall right here. And that's it. And it
was faster than using the gumbel and speeds
up the process. Now, let's create the
perforated pattern on the wall. I already know the measurements, so I'm going to be
quick about it. Let's select this face
and draw a rectangle. And I'm going to give
it a dimension of 5 centimeters in 30 centimeters. And let's position
it on the wall here. I want to bring the
gumball up and place it here plus -20 centimeters, and let's break it here
and place it here. And now let's make
an array of it. And in the direction, let's say we want eight and
one in the other dimensions. So I'm going to copy
it with a distance of 60 centimeters
like that, and, uh, I think we can have
another copy here, 60, right. And then I'm going
to copy all of them down for another two rows. So let's bring it
down for another 60, and again, another one. And I'm going to offset the
middle row by 30 centimeters. So I have to select
the middle row now, and a trick for
selecting it would be to drag a box around all of them from left to right and deselect the upper row
and the lower one. Just like this. And let's
move it by -30 like this. And now I can select all of them and make
another copy here. So let's deselect these and
maybe these are enough. Okay. So I'm going
to bring them here, place the gumball here and align them with the
wall right here. Well, maybe I can copy these
two to have another row. Like this, and that's it. So I can now use the cut option in the gumball
to cut away the geometry. But before that,
let's also copy them to make another perforated
pattern on this side. So let's select some rows
here and bring them here, rotate them by 90 degrees. And I'm going to use the move
command to put them right here and bring them down by -20. So now let's copy these
and fill the span. So I make a copy with
a distance of 1.2 and another one right here with a distance
of 60 centimeters. And let's make another
copy of this like that. And we're all set. So all I have to do now is to
just select all my curves. Oh, I'll select that
one and also this one. And now I just use
the cut option to cut them away from the
geometry as simple as that. And I'll do the same
over here as well, and cut them away. And that's it for
a perforated wall. And this was much faster than creating them
separately on the ground and placing them up there
and try to deal with the excess length of the wall here, which
needed trimming. So this is another advantage of using the cut
feature in the gumball. We can continue by adding the railings to the
balconies here. But since they have the same process in
Rhino eight and seven, I'm going to focus on parts that make use of
the new features. One of them is the new volume in the building that is added
because of the staircase. So I'm going to draw it here. But before that, let's subtract these volumes
from the floor. So we have some edges
to use as snaps. So let's use the bull
subtract boolean difference, and let's subtract the
walls from the floor. And also, let's subtract the upper floor
and the wall from the lower one, just like this. And now we can start adding the opening for the staircase. I'm going to copy this line with a distance of 2.5
meters right here. And let's measure the line. It's 1.5 meters. It's okay. So let's have another copy
with a distance of 3 meters. And now let's connect them
together using a half circle. So I'm going to draw
a circle here and use the two point option just like that and trim
away the extra part. And now I have to add
another line right here to have an enclosed shape. So all I have to do now is to
select these and drag them down using the cut option to cut them away from the
geometry of the roof. And you notice that I didn't even have to join them together before
performing the cut. So Rhino automatically
recognizes this and cuts the geometry
away with the lines. Okay, so the next thing
to do is to create the opening for entrance
to the first floor. And for that, I'm going
to just draw a rectangle. So I select this and draw
a rectangle with a width of minus tree and a
height of also tree. And let's cut away
this from the wall as well. And that's it. So I'm not going to remodel the stair here because
the process is the same, but for creating the walls
around this opening, let's select these lines here. And join them together. Let's perform an offset. And let's check out
the settings here. The distance is 20 centimeters, and it should have a flat
capping, which is okay. So I'm going to
offset it towards the outside and then extrude these curves up to the roof
plus an additional meter, which is the exact same
height as the chimney. So if you remember in
the original course, we use the line in
a side view to cut away the geometry from this shape to make it
slanted like this. But here, I can make use of
the auto sea plane and draw a line directly in the
treaty viewport and make sure that it stays
in this plane. So I'm going to just give it
an angle like 15 degrees. And just drag the line
all the way here and then select my line and cut away the geometry
using this line. If I just drag it up to here, you can see that it splits the volume into two
independent pieces. That's another point about
using the cut tool is that if you use open
curves to do the cutting, instead of removing
one portion of it, it just splits the
shape into two parts. So now I can remove this
upper part and also the line. And now I have this
slanted edge that needs to be filled with a glass panel. In Rhino seven, I use the Ciplne command to orient
it to this slope here so I could run the offset command
correctly for creating the window frames here or the opening frames
for the roof here. In Rhino eight, we
have new features that can help us simplify
this process. So let's start by
creating a line here, and I want to turn this
area into a surface. So let's select these curves
and make our surface. And now I'm going to use the inset command to bring
it in by 5 centimeters. It's already set
on 5 centimeters, so I just hit okay
and it's a split. You're going to see why
I did this in a minute. So I'm going to draw
the frame lines. There was one horizontal
and one vertical and use them to split the
surface using the cut tool. We have four pieces right here. I'm going to use the
inset again only on the interior faces here and hoc. Now you can see why I did it. Now we have frames that are 10 centimeters wide on
all parts of the model. If I had splitted the model first and then use
the inset, edges, the frames at the edge would only have 5 centimeters width, while the ones in the middle
would have 10 centimeters. I did it to make the frame width uniform across all
the opening here. So the next step would be
to extract the faces in the middle and put
them on a glass layer. Like this. And now
let's select the ones here and join them together and run the
merge coplanar faces. So that's how easily we can do this without
changing the s plane. And this truly simplifies
and speeds up the process. So let's also fill this part. I'm going to use this line, extrude it downwards and then select this pace
and extrude it again. And then select this one and
drag it all the way here. Okay, so that's
it for this part. The rest of the modeling process should follow the
exact same recipe, and I'm going to leave
it at this part, and you can combine
the new features with existing techniques to speed up and optimize the
modeling process. From a design standpoint, using these techniques can be extremely efficient for an
architect because we can focus on the actual
design instead of thinking about what commands to run to accomplish the tasks. So I find these new features extremely useful
as an architect.
28. Update_Rhino 8 materials and rendering : In this video,
we're going to take a look at some of
the changes in Rhino eight versus Rhino seven regarding materials
and rendering. So comparing them side by side, let's bring up the materials
menu in both versions. And at a first glance, you can see that in Rhino
eight at the right, the menu has become more readable and some of
the icons have changed. You can see the shape of
these sliders are updated and also some of these checkmarks in Rhino seven have
turned into icons, which is more
legible to the user. Another difference pertains to the rendering speed
inside the viewport. So if I rotate the
viewport in Rhino seven, you can see that it gives me
almost 25 frames per second. Doing the same thing
in Rhino eight, I get a much smoother frame
rate compared to Rhino seven, which means it has been
optimized for speed. And you can also spot
another difference here. If I zoom in on this tree, you can see there
is a white border around the tree in every model that uses the Alpha transparency
option in the material. But in Rhino eight, apparently, this problem has been solved, which gives us a cleaner
look on the model. To see the speed difference between the two versions better, I'm going to switch to trace
mode in both versions. This mode puts more burden on the hardware and makes it easier for us to see the
speed difference caused by the optimization
in Rhino eight. I'm going to start with Rhino
seven, and as you can see, when I rotate around
the viewport, it gives me five to ten frames per second, which is not a lot. And doing the same
thing in Rhino eight gives me a smooth 15 to
20 frames per second. And that is again, because of the optimization. But with this advantage, we can see a new disadvantage here, and that is the trees are not displaying correctly and
their background is showing, which is what's
supposed to be cut away by the Alpha
transparency option. I looked it up, and apparently, this is a bug in this
particular version, which is supposed to be
fixed in a new update. Keep an eye out for
any updates that come that might fix
problems like this. But in the meantime, if you
encounter this problem, I'm going to show you a
workaround to fix this. So let's switch back to
the rendered mode and open up one of these blocks and you can see the material
type is set to picture, which we covered in
the original course. All I have to do is to just switch it to
physically based, and that solves the
problem for us. So let's go back to atres mode. And now you can see
the problem is fixed. For the other plants and other objects that use
this kind of material, we can do the same thing to
get rid of the background. Now, this is supposed
to be a basic score, so I'm not going to
get into details about physically based rendering
and physically PBR materials. But generally speaking, they are pretty much like our
custom materials, but the parameters have been
changed to correspond with the real parameters in
real materials that exist, so they can simulate the materials better inside
different softwares. And this option
usually exists in most of the rendering
engines that are available. Of course, there are a lot of advanced techniques and parameters when it
comes to rendering, but this should suffice
for our course.
29. Update_ Rhino 8 new features for 2D and drafting: In this video,
we're going to look at the new features of Rhino eight in drafting
and TD documents. In the course, we use
clipping planes to produce TD documents
in different ways. Clipping planes in Rhino
eight have undergone changes and become much more powerful compared
to Rhino seven. So we're going to take
a look at those first. Going to a top viewport and using the clipping
plane command, when I draw the clipping plane and go to the treaty view port, you can see now it has
two handles at the side, and these handles
make it much more legible and easier to select
compared to Rhino seven. And if I rotate
it by, let's say, 90 degrees and go
to my plan view, you can see that it looks very much like an architectural
section now. Now let's learn about its new features by
comparing it to Rhino seven. So I'm going to move
it to the side, and in Rhino seven, I'm going to select an
existing clipping plane, for example, the one in the
middle of the stair there, and selecting both
in two versions, you can see that the
one in Version seven is pretty hard to select sometimes because it can be hidden
behind some objects. Rhino eight, it is very easy and simple to
select because it has these two handles to the sides and these handles
can be dragged, which make it look
larger in the viewport and it's a lot more efficient
for us to work with. That's the first difference and the next one is the
user interface. If you look at the properties in both versions, in Rhino seven, it shows us an option to
flip the direction of the clipping plane and
also what views to clip. And in Rhino eight, in addition to those options, you have the ability to give it a label which comes
from the name, for example, if I call it Section one and use the text
option for the label, you can see that it
acts pretty much like an architectural section showing the text at the two sides. And we don't have this
option in version seven. And another new feature is the ability to specify a custom depth for
the clipping plane. And once I do that and go to the perspective view
let's enable it here. You see, it only shows
me the cutaway regions. And if I increase the depth, I can customize how far the clipping section sees
when it cots to geometry. Not only it affects the Tre
display of the objects, but it also gives
me an ability to control how far the details are going to be shown when I
use the M two the command. This is another new feature with the clipping plane
and another one is the ability to
determine what objects to clip or what objects to
exclude from clipping. Basically, it gives me
selective clipping of objects and we don't have
that ability in Roy seven. To demonstrate, let's u disabled custom
depth and instead, I'm going to put it on
include and give it a layer. I'm going to give
it the was layer. Here. And as you can see, only the objects on the walls layer are cut
using the clipping plane. This is ideal for showcasing the different layers of an architectural project, for example, the finishing, the structure, the
floors, and so on. So this is another new
feature that we can use. And of course, the views clipped option here
also exists in Rhino seven, but has become much more
readable and we can see all of them in the same tab
in the same panel here. Next, let's talk about another
feature of Rhino eight, which helps to speed up
the process of producing two the documents and also adds very interesting
effects to our drawings. And that is called
section styles. If you zoom in here and we take a look at the part
of the wall that is cut, you can see that it has applied this hatch pattern
to the cut section. This feature did
not exist in Rhino seven and in Rhino eight, we can add these on a per layer basis or based on
the clipping plane. So either way, it applies dynamic hatches to the regions
that are cut, for example, if I go back here and
cut everything again, you can see that all the
regions that are cut by the clipping plane have a hatch pattern applied to them. Now, I have a set this
in the layers tab. So you can see that there is a new column in layers here
and called section style. Here you can click on this and brings up a menu where you
can determine the pattern, the color, and other properties such as rotation and scale. So with this feature, we can easily produce
patterns on our sections without having to manually
draw them inside the layout. However, when using disability, we have to pay attention
to some details. Let's zoom on our floor here. As you can see, the
floor is not showing any hatch patterns while
the object next to it does. The reason for this is that for objects to be
properly cut by the clipping plane and
for hatch patterns to be shown, they
have to be closed. And if I select my floor object, it shows as open polysurface, and the next object
shows as a closed one. So the reason this is an
open object was because we detach the top surface in the course to give it
a different material. Now let's close it again so we can take advantage
of this new ability. However, it gives
us a new challenge, and that is we lose
the material on top and it all gets
the same material. So let's solve this
challenge as well. Let's start by deactivating
our clipping plane. And now I'm going to select all the surfaces that
comprise this floor. Okay, now let's isolate
them to see them better. And these are the three surfaces that have different materials
and the floor itself, which has a white
material applied to it. Actually, it has no material because it's on
the default layer. So the first thing to do is to join all of these together
using the joint command. And if you look at the type
of object in the properties, you can see now it's
closed solid polysurface. Now, these solves
our hatch problem, but now we have to apply different materials to these.
So let's take a look at it. It's already on
the default layer, and all I have to do now is to somehow apply different
materials to these surfaces. And the way to do so is to go to the materials tab and find
the material for these areas, which is the terrace, right click and click on
assigned to objects. This way, it only assigns it
to those particular faces. Also, I need to apply one to
this interior floor here. So let's right click and assign apparently we have to fix the UV of
the material again. So let's go into properties in texture mapping and put it
on box and the size is okay. So now that material
problem is fixed, let's go back there and enable our clipping
plane and see the result. Now if I zoom in, you can see that the floor
is also properly cut. Let's also clean up this area by using the Boolean
difference command. All right, now
that we know about the new features of
the clipping plane and also section styles, let's use these new features
along with others to explore the new methods of producing two documents
from the Treaty model. Okay, previously, we used three methods to produce two
D elements from the model. One of them involved using two D commands like lines and hatches to draw these elements, and the other one involved using a clipping plane to
cut the model and then using the result
directly inside the layout. We could even enhance
it further using other two D elements
like hatches here. And if I zoom in, you can see that the
new section styles is also enhancing the drawing that we made in the
previous version. So the third method involved
using a combination of a clipping plane with the M to the command to extract
to the elements, and then we could enhance it
further by adding other to the elements and furniture
to it, as you can see here. This third method also offers the advantage of giving
us control over drafting features like the line width that are essential to
an architectural project. So the new features
in Rhino eight can enhance these methods
in terms of speed, and also it offers a
totally new method that can basically combine the merits of both of these
previous methods, meaning that it can extract
to the elements that can be controlled exactly
in terms of drafting, while at the same
time, they can be updated when the model changes. So let's take a look
at these new features. So let's start by drawing
a clipping plane. I'm going to go to the top
viewport, and this time, I'm going to introduce
a new kind of clipping plane called
clipping section. So this is basically a normal clipping
plane that has been optimized for
architectural projects. It asks me for objects
to cut for which I'm going to hit space to include
everything in the scene. And as you can see, it gives me a preview of the section and I have the ability to change its parameters before
placing it in the scene. For example, I can flip it
and change its direction, and also I can rotate it perpendicular to
the previous axis. I'm going to go
with the defaults and place it right here. I can keep clicking and place other sections in the scene,
but I'm satisfied with this. Once I'm going to hit
space, as you can see, it already applied a label and the size is okay for
an architectural section. So this is the main difference with a normal clipping plane. Before that, I had to rotate my clipping plane and
manually type in the label, as well as adjusting
these handles to make it look properly for
an architectural project. But Rhino already takes care of this for us when we
use clipping section. And in addition, it's extremely easy to place in the
scene with just one click, and it's already vertical. So I can do it in
the plain view, just like an architectural
project is supposed to be. And now that we
have it in place, let's see the new
command that can produce a dynamic drawing using
this clipping plane. But before that, let's do a
little optimization here. Before recording the video, I tested this command once, but it took a lot
of time because of all these trees here. If you remember from the course, some of these objects are
extremely hard to process for commands like m2d because they have a high
number of polygons. So we can use the
new options inside the clipping plane and
exclude the vegetation layer. So it's easier to process and
faster to show the results. So now that we have
taken care of this, let's introduce
this new command, it's called clipping drawing. And when I click it, it asks me for the
clipping plane. And when I hit space, it asks for a place
to place the drawing. So let's click here. And see, take a
look at the result. And you can see that
it has produced two D drawing that includes the sections and
also the objects that are seen in elevation. But it needs some
fixing because it's showing surfaces instead
of hatches here. So this command also offers the ability to edit the existing drawings
because they are dynamic. So that command is called
Edit clipping drawing. And for that to work, I have to select the
clipping plane again. And once I hit space, it brings me to the same
options that showed me when I created
the clip drawing. So the option I'm looking for in this case is show solid
which I need to disable. As soon as I click it, it automatically
recalculates everything. And now it's fixed, so I can just hit space. This is basically how
this command works. We make changes to the
objects and the model, and they are automatically reflected in the two D drawing. To see how this works, let's move the clipping section. For example, I'll move it here. And you can see the viewport
is lagging a little bit, which means it is
processing the new section. So let's go back here
and as you can see, it has been accordingly updated with all the objects that are shown in this section. But this needs a little
bit of cleaning up. Some of these objects are not necessary to be in a section, and they are again, high quality objects that can
take some time to process. So I'm going to go back here
and in my clipping plane, I'm going to exclude
other layers as well. So by holding down Control, I can select several
layers to exclude here. I'm going to select
the rock layer. And let's also
find my furniture. Well, they are not on a layer, so I can add them later. So let's sit okay and
update the drawing. To update it, we have to either
move the clipping section or we can use a command called
update clipping drawing. In this case, I only have one, so I'm going to click A, which automatically updates everything that I
have in the scene. And now you can
see the stones are removed from my section here. And that is the power
of this command. As you can see, it automatically calculates everything
and it gives us to the elements that
can be configured and precisely adjusted
for drafting. So let's move our
section back to where it was right here. And let's also
exclude other objects like these buildings
at the two sides. So I'm going to
select objects and select all of these
and hit space. And when I go back here
and update my drawing, you can see that they are gone. I can also remove this pool
from under the building. Let's go back going into
our perspective view, select our clipping plane
and exclude objects. Let's also select this one. I'm also going to
select these walls. Let's keep this
one. And hit space. And again, let's
update the drawing. As you can see, we can
easily clean things up by excluding layers or
objects from our drawing. We can also enhance it further by placing it in a layout and keep adding to the
elements to it just like a normal to the drawing. Just bear in mind that
if you make any changes to the model and
update the drawing, any annotations that
you place might become out of sync and you have to place
them manually again. Now let's put our newly created
drawing inside a layout. So I'm going to just
create the layout here, and let's call this
Virgin eight test. And let's add a detail to it. And I'm going to zoom
in on my section here. And let's also fix the scale. So it's one to 100. And this is how easily we
can put it in a layout, and it will update once
we change the model. However, I'm going
to compare it to the other method of producing sections that we saw before, and that is using
a clipping plane to directly cut the model. I version eight, this method
also can be improved, and the speed can be increased
by using a new trick. However, we didn't encounter
it in the original course because we use one of the predefined views
for the section. And if I open it, you can see that we're looking
at it from the back. Several of some of these views like top and
bottom, left and right, and front and back are
already predefined in Rhino, and we can use them to produce sections and
elevations of our model. However, in another
scenario where we need to, for example, cut the model
from an oblique angle, for example, have a
45 degrees section. This could prove problematic because we have to somehow orient the camera
to that specific angle. And there is a way to
do this in Rhino seven. However, in Rhino eight, this process have become
simplified and easier to do using a new ability
that has been added. So to demonstrate this, I have to first do this in Rhino seven, and then I'm going to
repeat the same process in Rino eight to show you
the exact difference. So let's bring up Rhino
seven again and here, I'm going to rotate the section that we already have
here by 45 degrees. And if we go to our
sections layout, you can see now
that the model is rotated and so is the section. However, to see the problem, let's enable the clipping plane. And let's also put it shaded. And that's pretty much how it's cutting the
model right now. And in our section, we are looking at it
from this direction, while in an architecturally
correct section, we have to be looking at
it directly like this. Or in more technical terms, the projection lines
that are used to draw the section have to be
perpendicular to the section line. So to make that happen, we have to somehow orient our camera to look exactly
in this direction. To do this, the procedure
is almost the same in both versions with
a little addition of a new technique
in Rhino eight. So before introducing
that technique, let's introduce another ability that exists in both versions, and that is called named views. And named views are basically certain viewing angles
that have been saved, and they can be
accessed later if we use the menu to access them. So let's just type named view, and you can see that
this menu comes up. This is pretty much the
same in both versions. And if I just click on this
save icon and give it a name, for example, view one. If I rotate and change my view, I can come back to this again by double clicking and it will get back to that
exact viewing angle. And this is the name viewability in Rhino that also exists
in many other softwares. It's pretty much like a
camera that we place in a certain position to
be accessed later. Let me just close
this. Now let's talk about how to orient our camera
to this clipping plane. In in seven, we have
to do this by going to camera set camera and
place camera and target. So now we have to pick
a place for the camera, which in this case, could
prove problematic here. Let me just go into wireframe mode and repeat
the same process again. Now I'm going to
zoom in on this to really select the middle
point of the clipping plane. Then for the target, I'm
going to select this line. Now the camera is oriented
to the clipping plane. However, in a section, we have to look at it
in parallel projection. This is a perspective view and not suitable for a section. So let me just change the view to an isometric view like this and then repeat
the process again. So I'm going to set the camera to this point
and the target here. And now it is fixed to
this specific angle. So let me just put it
on shade it to see it better or I can set it to
my technical drawing style. So now that we have this, we can save it in a named view. So let me bring up the named view panel again
and save this one as well. I can call it view two. So if I accidentally change
the view by rotating, I can go back to
it by clicking it. We can also dock this
panel here, for example, up here or among one of
these existing panels that we have so when I click it, it brings up the panel for me. And the next step of the process is to
go to a layout view. And in this layout view, we have to add a detail, and inside the detail, we can
set this to our named view. For example, if I
set it to view two, it goes exactly to that
place and I have to just adjust the display mode. And that's the general process, regardless of the version to set the view to a certain
camera angle. So going back to Rhino seven, this process has
become simplified. So let me just repeat
the same thing. With this section here,
I'm going to rotate it by 45 degrees, and it also updates the dynamic
drawing that we created. Okay, now we have to
save the direction of the clipping plane
in a named view. So this is where the new feature of Rhino
eight comes in handy, and it basically allows us to automatically
create a named view without having to
orient our camera manually to that direction. So the command to do this is called save clipping
section view. And once I run it, it wants me to set
a few options here. About the projection,
which is parallel, whether to clip it or not, which is set to yes and
whether to set a C plane, which I'm going to
accept the default here. And once I click
space hit space, it's going to create a named view based
on these settings. To see it, let's bring up
the named view menu here, and you can see
that it has created a named view with the
same name as the section. Let me just dock it
to the side here. And once I click it, you can see that it changes my viewport in a way that is perpendicular to
the clipping plane, and I can look at the
section directly. So that is how it simplifies
the process for us, and now we can use this
inside the layout. Now, let's go to our layout
and place the detail. Before placing it, you see
that the detail that we already placed has somehow
disappeared from the layout. And the reason is once
we rotated the Cplane, it updated the drawing
and somehow it has been misplaced relative
to the placement point. So we need to find it
again and zoom on it, and also fix the scale again. There is a workaround to prevent this issue
to some degree, which we'll cover next. But for now, let's just place the other detail and
compare them side by side. So I'm going to draw a new
detail view here, open it up, and use the set view to set it to our newly
created named view. So it is experiencing
a little lag here, so let's wait for it. All right. And now I'm going to Zoom, and let's also change
the display mode. Okay, the reason is because
of these trees again. So once the detail view is open, I can go to my layers panel, and as we saw before
in the course, we can separately turn off layers in any detail
view that we have. So I'm going to turn them
off inside the detail. Now, let's have a side by side comparison between
the two methods. But before that, let's
fix the scale of the second detail
and also pan it into place so it reflects the
first detail in appearance. And now we have two details, two sections that look
almost identical. And the next
question is, what is the exact advantage of
using one over the other, considering the new
features in Rhino eight? We already covered some of these differences in the course, but now let's focus
on the fact that the upper one has been produced
using a dynamic drawing, which can be updated
when we want it. And also, it is technically correct in
the sense that we can determine the line type and print width of these lines precisely using
the Layers panel. In contrast, the second section, which is produced
directly from the model and really is the actual model that is displayed
from a certain angle. These lines that are produced
by cutting the model, these lines cannot be controlled directly from the layers panel, and our best option
to control them Would be to modify
the display mode. So we have to go to the display
options and go to lines. And here we have a couple of
options that we can change. So if I increase
the edge thickness, you can see that it increases their thickness
inside the viewport. However, these thicknesses are not technically
correct because they are based on pixels rather than exact measurements that can show up inside the print. So if you're looking for
technical precision, this is not the
method to choose. However, it comes with
its own advantages, and that is the first one
is that you don't have to run the update command
to update the drawing. So any changes that you make on the model will automatically
and immediately be reflected in this section because it is the
actual model itself. And the second difference
is because it is the model, you have more options
when it comes to visual richness
of your documents. Remember that the upper one
is just made of line works, whereas the lower one
is the tree model. So if I open it,
I have access to different visual styles
or display modes here. For example, I can
set it to rendered. In which case, it shows up
with the materials and I can apply different
lightings to it. I can't do that
with the first one. So considering
these differences, you have the option to
use both of them or one of them depending
on your project. Okay, so finally, let's talk about another new addition to Rhino eight
regarding line types. Normally, when we want to change the print width of a line type, we use the layers panel
and the printwd column. However, in Rhino eight, we
have a new option to change the print width of a
specific line type directly from the
line type properties. And to see it better, let's compare it to
Rhino seven as well. So I'm going to go to
properties and line types. Let's also open the same
menu in Rhino seven. And as you can see, this menu has undergone
a lot of changes, and there are a lot of
new options added to it. In particular, the one
that I'm interested in is the width option where you can specify a thickness or width for this
particular line type, which will be consistent across the drawing across the project. And instead of specifying
it in the layers panel, you can do it directly here. Let's explore these options and see how they
affect our work. Okay, so another addition is that I can use this panel
separately from the properties. So let's bring it up. I have to type in line types. Which brings up the
same menu for me. And actually, I can dock it to the site here so I can access
it anytime that I want. Now, let's select
one of these lines and make it duplicate, and now it becomes editable. So I'm going to call it test. And let's go to the
model viewport, and let's maximize this let's also set it to
the top viewport. I'm going to draw a line here. And let's select
this and right click on this line type and
assign to selected objects. And here, in addition to the ability to
design new line types by specifying line segments and the gaps between them
that can be done like this. For example, I can type one, comma two, comma five. You can see that it's
changing in real time. In addition to this, I can also change the width here now, and let's try that
and see how it looks. This line width is consistent
across the layers. So if you check this, you can see that it is
on the furniture layer, which has a default print to it. Let's also create another line on this layer which
has another thickness. So let's draw the line here and assign this
line type to it. You can see that they
are exactly the same. So let's also talk about the
unit of the thickness here. Right now it's set to pixels. However, we have the
option to set it to a real world unit
such as millimeters. In which case, it is measured exactly 47 millimeters
at this point. Let me just increase
it to see it better. And let's set this to
exactly 500 millimeters. And now if I use a distance
command to measure it, you can see it's exactly
half a meters. All right. Now, these line types are also consistent between the
model and the layout. So to see it better, let's create a layout and
place a detail. All right. Now, it appears to
be covered in black. This is because that the units in the layout are
different from the model. And this width parameter here is interpreted as an
extremely large line here, as an extremely thick line. So to fix it, one of the ways is to
use this checkmark here, use model units. And if I check it, you can see that the lines are now displaying the model space. However, this is not
an ideal solution because depending
on the zoom level, the line width
becomes different, and this is not
technically correct. So let's uncheck
this option here. And instead, let's
reduce the width to a reasonable size
according to paper space. So I'm going to set it to,
for example, 1 millimeter. And these fixes are
scaling problem. And if I zoom back now, you can see that the scale of the language stays the same
relative to the paper. So this is technically correct. Now let's try to print
this and see how it looks. So in the print preview, I'm going to maximize this, and it looks to be okay. However, let's point out
an inconsistency here. If I try to print a vector
drawing instead of a raster, you can see that the
line type scale is displayed incorrectly and
different from the layouts. This is an issue
in this version, and there is a forkgound
that I'm going to introduce. However, keep an eye
out for new updates, which might fix this
issue in later versions. So let's see how
we can fix this. Apparently, we have to change the display mode to
something else other than wireframe or a technical
view, for example, shaded. And in this way, you can see that although
it is on vector, the line type scale is
displaying correctly. So at the moment, this is the workaround
to fix this issue, but keep an eye out for updates. Let's also point out
another inconsistency that exists when using
these line types. I'm going to go to
my top viewport and take a look at
this drawing here. Now, this drawing is placed on a couple
of layers down here, these locked layers, and their line type
is set to continuous. I can set the line type to my newly created line type
to see the difference. However, nothing changes here. And the reason for
this is that these are explicitly set to the continuous line
type, not by layer. So to see this better, let's open a couple
of these layers and take a look at the properties of this
line, for example. You can see that the
line type is set to continuous on a
per object basis. So I have to set this to by layer to make it
work with a new line type. And I can just open
all of these layers, select the sub objects, and in their properties set
everything to by layer. In which case, it displays
correctly according to the properties that I
defined inside the line type, both the width and the pattern. However, the problem is
this drawing is not static and it's supposed to
change when I change the clipping plane and
update the drawing. So let's try a
little change here. For example, I'm going to
drag it down a little bit. And now let's take a look again. As you can see, the line type has been reset to
continuous again, and this happens every time
the drawing is updated. And this kind of defeats the
purpose of not having to manually do any work when working with these
kind of drawings. And I believe it's an easy fix and will be fixed
in later versions. So all it needs is
to set an option or setting the default line type when creating these drawings. But for the moment, such
option doesn't exist, and I just wanted
to point this out. However, we already
have the option of our traditional method, and that is setting the print with directly
in the layers panel here. And if I go back to my layout
and activate print preview, you can see that I can
easily set a line type here. So, using this method
with the new line types, setting the width
directly in there is not something that is necessary in all
architectural projects. In fact, many architects are already used to
organizing their work into layers and setting the line width
according to layers. This is a new option,
but we can stick to the previous ways and choose any of them depending
on our project. Okay, so that's it
for this update. In this update, we used
some new features in Rhino eight that can speed up our process and give
us new options. And, of course, all
the new features of Rhino eight are not limited
to the ones covered here. And since they were not
used in the project, I did not mention them. And they were also inconsistencies
and the occasional bug that I hope will be fixed in newer versions. Thank
you for watching.