Transcripts
1. Course Introduction: Hello and welcome everyone
to the Crash Course, Rhino3D zero to hero. My name is wassef. I am a Senior Architect, parametric designer and BIM
Manager with many years of experience using a teaching 3D modeling software and
parametric tools. My first experience with Rhino3D was during my master's
degree in the USA. I have been since using
it on a daily basis, solving complex
geometric problems in a streamlined strategy
and providing early design solutions while combining them with BIM
using Rhino inside Revit, as well as other
parametric tools. My teaching passion found its way first at
the FabLab Berlin, as well as other
design companies, institutions and universities
in Germany and Europe. Participants from all
over the world with various design
backgrounds joined my courses and benefited tremendously from them
and are able to implement their knowledge in their studies
and professional career. We will first explore
Rhino's interface, layers, viewports, and
all the basic stuff. Then we will jump to basic
modelling techniques and learn about geometric
elements such as points, curves, surfaces,
and Polysurfaces. You will learn how to model
with primitives as well as using curves and other elements
with advanced commands, will discover how to
rebuild curves and surfaces and the difference
between their degree levels, as well as how to modify geometries, different
techniques. We will explore how to extract
geometric elements from extinct objects and Rebuild them according to
your preferences. Will also learn advanced
modelling methods and commands. When and how should the
various commands be used. Difference between
nerves, Meshes and sub D, and when to use each of
these types and what is the best workflow to follow
from your design objectives. For active projects involving short exercises
and solutions will give you a deeper
understanding of most important 3D Modeling
Techniques and Rhino. In just over 12 h, you will go from zero
to hero and be able to present your ideas confidently
and competitively. The course also
includes Instructions to Advanced sub D
modelling, tactics, rendering techniques,
drafting secrets, and a quick intro to parametric
design with grasshopper. Whether you are an architect, engineer from all fields, a designer from all fields, including but not limited to Product design, Jewelry Design, Fashion Design, Graphic Design, or a student of these fields, Rhino3D will be a
great addition to your toolbox and will push your design abilities
to a whole new level. Alright, if you want
to learn how to use this amazing 3D
Modeling platform and get a headstart
in just a few hours. Get on board, and
let's get started.
2. Interface General Intro: Alright, so let's start
first by opening Rhino. Now click on this icon. And now it's something Rhino. Now this intro window, if I move my mouse away from it, that's
going to disappear. This is like a
standard window that opens up whenever
you launch Rhino. And it includes interesting information
on this side here it includes the news data's views about various things
regarding Rhino, either courses, webinar's,
new plugins, etcetera. And here are tips regarding, Let's see, in this case for almost seven years
and he Rhino seven. The course files include
Rhino, different versions. So also you can use them
in Rhino six or five. If you're using or an eighth
as well. You can do that. However, the tips are
regarding the software that you originally the version of the software,
and this gives me 017. And it's interesting
because it tells us about the latest
developments and information and updates relating the
version of Rhino that using the recent projects
that you have opened or used. Here you can go to New, for example, this tab. And here we can
actually click on template files that you can
open up regarding Units. So you may either want to work with centimeters or meters, or millimeters, or inches
and feet, etcetera. So you can click on these, one of these templates to launch your project from scratch. However, I'm going to
show you later on that, even if we start with, without using these templates, you can still change the
project Units really easily. You can click on this to open a file origin check the
license information. So this is basically the
opening intro window. When I move my mouse now away from it is going to
disappear like this. Alright, so Rhino, although it looks at Start
for beginners to be intimidating software
with a lot of functions and Options and tips
and techniques. It's actually very user-friendly
when they also show you this while working
with it Step-by-step. Now first, before
diving into it, I'm going to first show you
the interface of it to what, what we are seeing
now in front of us. What does this mean? Here? We have the
top toolbar here. The toolbars there.
And it includes like the things related to Rhino
like Curve Surface SubD the solids are all of these
include all of the functions and commands and modelling steps and techniques in there here. Here we have the command line, and this is the command prompt. So basically whatever
you right here, and then you execute, then we're going to see
what happened here. So this is now it's empty here. You can see nothing
because would not do any anything yet. But even if without
doing this, even, let's say by clicking anything else and then doing something, then this step is going
to be recorded there. So kind of like
seeing your steps, your previous steps there. And this is now here, the tabs, you have
the standard Tab, which includes like
the standard functions and buttons regarding to open new file or opening
the previous file or Saving cetera,
panning, undoing. And like just general
information regarding the, say, viewports or showing and hiding, blocking, layers,
properties, etcetera. So here let's say
we have enough, for example, viewport layout. This will see a
more detailed tab, includes more detailed
functions that 3D viewports. But this standard one or the glutes like
this kind of like mostly used or one of the
main viewport functions. But of course we only go there. Then you want to see more information
regarding visibility, Let's say showing
and hiding objects. If you click on this visibility, that then you have
more options, right? So this standard one relates to general functions also
here on this side. So here we have
also the same the channel functions
regarding drawing. Let's say points, Lines, Curves, polygons, surfaces,
etcetera, etcetera. Editing by moving, splitting,
cutting, copying, etcetera. Visit, let's say in
general also functions. But for example, if we go, let's say to the surface
tools, for example. Here, now we have more detailed functions
relating to surfaces. If we go, let's say
two solid tools. You have more information and
more detailed functional, 3D to solids, etcetera. Subd the tools, mesh
tools, render tools. Right here, we have
this rendering button, but if we go to the render tools and have more information,
more details. One of the interesting
things about trying to also is that here
we have also this tab. Remember when we
saw that you have this kind of like
under the news, we have this tips
regarding the development. So here this tab is
called new end V7, which actually shows us what is what are the
new functions and features that have been added inside of Rhino
V7, for example. This also interesting to teach us as users what's going on, What are the latest up-to-date
functions and techniques, ways of modelling that we need to just be aware of
in order to use them. Let's go back to the standard. And so these are, as I said, these are the,
let's say the tabs. These are also the
toolbar as well as the general one, general
standard toolbar. The site as well as
the standard side one. Here in the center we
have for Viewports of the top perspective,
front and right. These are standard
digital viewports. I'm going to show later
on how we can change these Viewports just to
shoot our working flow. On this side here on the right, we have, generally speaking, for the abs properties, we have the layers, we have the display, and we have here the help. The help is one of the
also helping, let's say, user-friendly
functions where let's say you are now new to Rhino and you want to use a
certain command or function, then you can write it here
and then you will get a small short tutorial
about how to do it. The steps to follow this, I found it was really
interesting that it helps us understand how things should be done and in what sequence. And the bottom here. So here you can see these, let's say tabs as well. The bottom wants to show us, let's say which
one is activated. So now you can see this is
now highlighted in blue. This is the perspective. If I click on this one, the top is being highlighted. The fact that it
just click here. Now, the front is highlighted. So when I'm working
in the front of you, I can also let say add more
viewports. If I want to do. Here, we have the
snapping options. Whether I want to
let say snap to an end point or a near point on. Also see how these work and when we want to use
what let's say here. When you want to less activate
the project yes or no, or disable them
altogether as well. That could also be
useful sometimes. Here, Let's say we
have the C plane, let's say where on which
plane are written on. I'm going to also
show you when that would be needed and when and how we can do that and what
functions from the sea planes, that toolbar here we can use. And what do these
mean basically? And here we have, let's see
the location of the cursors. You can see when
I move the cursor around and have the X, Y, and Z. We have the units. In this case now it's
set to millimeters. We have the active layer. If I go now to the layer, this is the layer
called default. That's activated
layer. Now, if I, let's say Draw Anything is going to be included inside
of this layer. Here we have the different
Snapping options. Either I wanted to say to snap
to grid or I want to snap orthogonally while working
or to be planar or as well. Oh, snap smart track Gumball, if it's activated, yes or no, record history.
And then filters. And then visceral
is the CPU usage. And like what's going on, let's say in terms of the
computer usage record history, we're not going to see use it
a lot because grasshopper, part of this course is an intro to Grasshopper
the very end. And Grasshopper actually
does much more. So record this just
for you to know. Before even Grasshopper existed. Grasshopper is a
parametric design over parametric plugin. It's a visual programming
plugin to rhinoceros. It's like a kind of becomes like a small software inside of
this bigger software Rhino. It's hosted inside of Rhino. And within that one, then we have, we can do, let's say, a lot of steps
while designing something. And then these are
recorded and saved. So you can always
go back to one of these steps along the way. And then you can change those, you can affect those, you can change the parameters. I'm going to also show you what does that mean when we do that? Record is still there, but for me, I don't
really use it. And it while you work as well,
while designing something, it might then gets, might be or become broken, quote-unquote, get the message
called Broken history. Because for some reason, let's say you move
the object or you changed already
scaled or something, that it doesn't work
anymore anyway. So this like a detail
but just fruit, you know that the history
of recorded history is way old and it exists
before parametric design. And then Grasshopper
when it was invented. And it overrides the
use of record history. I'm going to take these off. Alright? So this is basically a main overview
about the interface. And now let's see how we
can work inside a friend
3. Simple Box Geometry & Graphical Modes: Alright, so now let's
see how we can say model a simple box and just
see how we can do it. Here I have the layer
default activated. Now, as a good practice, I would always keep this layer, Let's say, empty and
work on new layers. So let's now click
on this new layer. I can now type box. Now, although I
made a new layer, but this is not activated yet, and I can see that the default is activated and this
default is in bold. And it has this tick. It means that this,
the current one. If you activated one, I have now to double-click on this box that are activated. It's now current
and then now I can draw a box and you can see
you because I did that. Now, berkshire is also
where I can see it there. Right. So this kind of
like getting organic me on just knowing where I'm
working on in which layer. The reason for that is
that sometimes I wanted to say to turn on and
off some layers. And if there is already includes the geometry
than it might not be. Let's see. Good to me to also turn off those ones because
maybe I want to see them. That's why it's good. Keep one layer empty. In this case, the
default one extrude up to you to just use
whatever you want them. You can call it zero or
you can call it empty. Wherever you want to call it. I can keep it as
default and then work and make new layers
and in new layers. By the way, if one wanted say, to make a sub-layers and
we'll call it new sub layer. Now you can see that I
have a new sub-layers, will also see how we
can use these ones. And when we have to use
these ones, they drawn. Moving now to undo control Z. This is now activated. And now I want to draw a box. You can see here that
this is the command. Like showing me, like
what I just did. Showing me the steps
that I was doing. This back up again. Alright, so now I
want to draw a box. So they are different ways
of drawing a box either. Now I know that I can click
on this one to get a box. And also, while doing this, I want to show how Rhino makes it easy for
you to understand, like what you need to do. If I hover over
this, for example, it will show you a
small mouse logo or shape with the left click
button highlighted right. And then it says box corner
to corner height, right? Sometimes you may have, let's say one function, let's say one command
that includes more than two options,
maybe the curve. So if honestly we draw a curve, you see if I click on
the left mouse button, then I will get to
control point curve. But if I click on
the right most, then I will get a
curve through points. So sometimes let's say one. Let's say function has different
options based on what, what, which mouse button
you have to click on. Also, if I click on
this drop-down arrow, then have more options. I can draw a box or
cylinder or sphere to turn. So these are primitives
called primitives. And even like you're under
the box, I can draw here, let's say box corner
to corner or box diagonal or boxes
points or bounding box. So this will say more details. So this is one way I can
either click on this or I can type in the command line
box how to do that. And you can see
here, like before hitting space-bar or enter, Rhino is guessing or
giving me options. What do I do? What do I want from
it to do for me? So do I need the box
or the box Edit? There's another function
called box edit or maybe like SEL box for select box or sub D box or mixed muscle even function that includes
whatever you typed, but it's not in the middle, but maybe in the end or
in the middle of it. Then it will also show you
those options as well. So it's kinda like helping you
reach what you want to do, trying to guess what you want. So it's kind of helping
you. You don't mean to say to really memorize by heart
whatever you wanna do, just need to know
what you want to do. Type it in here, and then
you will get the options. I can also go to in let's see, Solid and box rights also,
I can get it from here. Box corner, corner height. So I can either go from there
or I can type it in here, or I can click on the
box here and can get it. Or I can go to solid
tools and I can click here on this one box. So there are many different
ways of how we can do things. It's going to do the same thing, but in different places
and different methods. Either retype it and
you click on it. Now let's, let's just
click on this one. Now, I am in the top viewport. Ok. And you can see my cursor, I did not do anything yet. And you can see now
here I have here Message written in
the command line. First corner of Base. Here we have the diagonal
three-point vertical centers. These are the different
types of boxes. Now if I double-click
on any of these, now it needs from it
requires me to click to determine where is the first corner of
base of the box. You can see here when I move my cursor around here,
you can see that's all. I can see it in the perspective
view and the front view. Right view. I can see it
over here, I'm here now. It will change the
way it's working. You can see also
when I move around, now, the top is
highlighted in blue. Now the perspective in blue. So it's activating which one
based on where my cursor is. Now sure, before clicking here, I wanted to show you how
we can actually navigate. So if I can zoom in and
out with the wheel, that's one way I can pan by clicking on the
right mouse button. That's banning. I can do
that. And we'll the wheel. If I click on the left mouse
button, then I can sell. This is for Selection. So from left to right, it will select
whatever is inside of this Selection
square or rectangle. And if I click from
right to left, then it will select whatever
is hitting this one. And you can see that now it
has these dashed boundary of the selection
window right here. I can also pan with the
right mouse button. And in the respective
is the 3D view. If I click on the
right most button, I can orbit like this. And if on a pan I have
to click on Shift and click on the right mouse
button to pan around in 3D. So that's for panning in 3D. And That's for orbiting. Orienting your view in 3D by clicking on the
right mouse button. Alright, let's go back
to the box again. I want to click on the
box and you can see now how I'm going to use different Viewports
while drawing it. So it requires me to click once to determine the first
corner of Base when I click. And now I can see there's a polygons rectangle
now being formed, but it's not yet determined, it's not yet finished. Now I have to click
again other corner of base or length
after click again. Now, I can click either here or in the, also
the perspective. Now if I click here
in the right view, or if I click on the front
of you can see now here, the plane of the
base is changing. So whenever in the front view, now the plane is like this. It's facing the front
view, this one, or finding the right view, you can see now that
was the plane, right? Now, usually speaking,
normally speaking, I would do it like this, like starting with the base there and then make
giving height. But also just to let you know
that in case you want to make it box starting from the front view or
from the right view, or from another view also
that you want to set. Also we can do that.
Anyway. Let's go back to this normal way. So other corner of base. Now I click here. Now for the height, you can see that if I move
my without clicking yet, if I just move it above the, this point, I can see
now in the 3D view, the perspective view, it's giving me a box with the
height in this direction. If I move it below this point, now it's giving me a height
and the other direction. Also can see what's going on in the front and the
right view, right? So actually I would like
to hear now before, without left clicking
on the mouse, I can still orbit. While drawing the box. I can orbit around
with the right button. I can also click on Shift
and pan around while still drawing it with me before
finishing the box. You can see I can orbit
around and I can see how it's being modeled or
exclude are designed. And the last step is, so here I can see
now the height. I can click. And that's now I have a box that has this volume. Basically. You can see here that the box looks like
a wireframe, right? Don't see like the
surface of the box. That's because the view mode here is set to wireframe.
I can change it. This, I can hear
you this 12 shaded, and now I can see the box as a solid box, as
you can see here. Now. There are also
different ways of seeing things in Rhino. So I can click on this drop-down arrow
from the perspective. I can now click on Rendered. And if this box has been
assigned immaterial, which can also see later on. And it will also be given, we're gonna see it
with that material If, for example,
we choose ghosted, then surrealism
as 3D shaded one. But we can now see the box
becomes a see-through object. And this is, I find
also really handy while working so that I can see things that are
behind other things, or inside or the other
things, etcetera. So this is really handy, Let's say View mode for working. There's an x-ray as well. Objects will look like this. We have technical. So basically whatever is, let's say edges that are behind other surfaces
going to look like this and dotted form like that. So this, Let's say for
technical drawing. People interested in
architectural drawing or detailing or Product design, technical drawings,
blueprints extra. This might be then
useful for you. There's the artistic one. When I look like this, we have the pen. Odd. It looks like that with a nicely slightly thicker edge. And then we have the Arctic. This is one of the really
interesting View Modes that have been introduced. I remember with
Rhino six or seven, but not in five. And this one is really helpful
to make quick diagrams. It gives us a nice shading. Not realistic though
diagrammatic, not totally. Let's say abstract. So
it's a nice volumetric. Let's say feel.
If you've let say different shapes,
different colors, and every slice diagram
you can pull out from, from Rhino using
this Arctic mode. You mode of the
Raytraced as well. So this the silica live rendering
would whenever as well, like I was just having assigned materials,
then you can see that. And then this limit
Raytraced is going to render live your
viewport basically. Let's go back to maybe ghosted. You can see that when I
was doing these changes, these genes were only applied to the perspective
viewport because I was doing it from here. Right? So if I wanted to sit
Apply the same mode, I will have also to go
to the top view and then click on this case, ghosted, and then have to go here and have to
go there as well. This might sound a bit kind
of manual or time-consuming. There is a faster
way of applying same view mode to
all of the viewport. And it is by going to
this small sphere. There's this drop-down arrow. And you have, let's
say, different options. But some options actually, you can click on these
options and they will apply one view mode to
all of the Viewports. If let's say I right-click, I just hover over. Let's say this one, it looks like a wireframe and
this is what it says. Wireframe viewport. If I click on the right, on the left mouse button, and if I click on the
right mouse button, then it's going to set all viewport displays to wireframe. This let's say if I'm in
top view, for example, if I click on this one with
the left mouse button, it's going to On Only convert
this one to wireframe only. But if I click with the
right-click mouse button, is gonna convert all
of them to wireframe. And now if unless I
want to have all of them converted to ghosted, this is the ghost that it
looks like, ghosted sphere. If I click on the right
most button is going to set all viewport displays
the ghost, it like that. So there's, let's say one-shot, one-click converts all of the Viewports to certain mode
that you want to work with. Now, having seen
these View Modes, and also we can see that the background slightly
changes like so. If I go back to wireframe, you see that now it's
like kind of like one grayish color,
Warren gray color. If I go to shaded as like
unflagging gradient, dark gray. Light gray. If I go to Arctic, is like white, right? So different backgrounds. And these settings
you can access, these settings can change
them by going either, let's say to display this, Let's say display
that quickly changed. Now these ones, so let's
say Amazon ghosted. I can change the
background gradient two colors to let's
say, a solid color. So the ghosted mode
then it's going to have one solid color that could
be, in this case white. You can change it, you can
share it. Maybe to read. Just depends on
what you want to, how your work, what
is your workflow? You can change this,
let's say two gradient, four colors as well. You can change this to different transparent image file if, let's say as a background to really depends on
what you want to. Let's say do with it. And what do you prefer,
what is your preference? And the workflow. Also, you can go to Tools, Options, and then we can
go to View Display Modes. Click this one as well. And here I also change
these settings from here. So I can go, let's say to, let's say now are those
that second goto ghosted. You can see here, this is
the setting that we changed. And you can see here as
well that dryness also helping us understand which of these modes
have been changed. So in this case, this
one is like in blue because it's saying this
one has been changed. If I bring this back to, Let's see, gradient
to images like that. This is still, let's
say not the default. Click on restore
Defaults like that. And then now you've gone, okay. It brought these
ones too, like this. So going back to Tools, Options and then go there, then I can change these
ones, for example. Or I can click on this one,
Edit acoustic settings. It's going to also take me to the same place where I
was from tools, options. So also reaching the Settings
from different places as well is what you can do actually
in Rhino shaded as well, like this as well For
changed Rendered as well. So we can see my shadows like these shadows
were not turned. Let's say now on out there, they were now brought back
to the standard Settings, etcetera, Arctic as well. So flat shading, cetera, all of these settings
that I've reversed the change of up to you to change them or restore
everything to default. So just, just depends
on your workflow, what is your preference
and what you prefer me know what you want to see
as background colors, etcetera, dislike more
comfortable for you. Now. That being said, we can always see the spread which that not yet talk about. This is the grid. It's called the grid, right? You can see it in all viewports. And we can also change this. We can either say change
the size of the grid. We can also change, we can just remove
it if you want to. I'm going out to
hide this layer. Since this box layer
inside of which have the box modeled excurrent,
I cannot hide it. And you can see we
have this thick saying that this is the current
one, but I won't hide it. Now. Activity default one. And now I can click
on this light bulb. And now this layer of
what's always there. Now it's hidden, it's
not now seen anymore. Alright. I will go to Tools, Options, and I will now up
not the view but to Grid. And then this is where we can change how the grid looks like. So either we can change the
grid line couch or from 17, this case as default, and go to 500, for example. Now it's like a bigger grid.
Maybe I want to do that. Maybe aren't, let's
say all of them. Most of the area on which I'm working to be covered by
the grid as a background. Going back to Tools, Options, and then bring this back to
seven years where it was. Now, I can even now here, turn the grid lines
altogether off. By clicking on this one. You can see now we still have these red and green axis
that are the Grid axis. I can also take
these off as well. And so we'll just leave
this one like that. So again, going back
to the options, I can move this window just
to show you. The last one. Is this one the World Axes icon. This health of Azuela like
orient ourselves where, let's say rotating objects
instead of the viewport. Especially when 3D.
This might be helpful. Also, they get out if you want. I'm going to prefer
to keep this on. Always. Depends. Now, when I'm working, if I want to keep the grid and
good access on an average, just as personal preference
as well based on workflow. But always you can go
back to Tools, Options, and then Grid and it can
affect these Settings. Alright? Now talking about the axis here, you can see that now
have the X axis, that has the red color. We have the Y axis that
has the green color. And we can actually also turn on the z-axis by going
to the Display tab, this one going down. And we can click now on
the z-axis like this. And now we can see this one. If you want to see it in blue, I will take it off.
That's for you. But what I wanted to say
here is that if you are, let's say in 3D and for
some reason let's say, or orbited or rotate in a
certain direction or location. Then these, when they are on, they will help you
understand where you are by understanding their
colors because red, green, blue for XYZ is also similar to the
RGB Color convention. So RGB and XYZ are
interchangeable. So this will help
us understand as well where we are by just I'm coloring the x-axis and red and green and the
Z in blue, right? So RGB XYZ for us to understand, even if we don't have, let's
say the small one here. I can go to their for example, if I don't want to
have this one there. But I understand without
reading anything from the color is the X, Y, Z, RGB. Alright, I'm gonna now turn, take this off again. I will bring these options
back to standard like that
4. Simple Box Precision Modeling & Navigation: Now we saw how we drew a
quick box like this, right? But without precise
measurements. What if we want to draw a box but with
precise measurements? Alright, I'm gonna make a new
layer and call it box two. Okay? And I will
activate this layer now, actually autoimmune
activity I want to wind drawing the box
does to show you that you can activate the
layer that you want to have box in while drawing. Although this might
not work always, but just to tell you
that this is possible. So for example, draw a box. But to be first instead
of this box too. So while after having launched the command
to draw the box, I can now double-click
on this one. And so I now shifted
the layer from default to Box2D to be the
current layer before even, let's say, starting to draw. But while having launched
the drawing of the box. Also before, let's
say I'm drawing, I can orbit, move around, position myself where I
want to be positioned. Zoom in and out for example, to be in an all,
have some good view. And I can start drawing.
Now. I can either click anywhere if the box doesn't
have any specific location, or I can hear specify where
the first point should be. So if I can click anywhere, I can start like this and then I can specify the length first. So I can say like
this has a 100 mm. The units are in
millimeters, right? 100 mm of length. Now, I did not
click on Enter yet. I should now click on
Enter to lock this. But before even doing that, you can see that now this
has been locked with 100. I can still now change the 100s. I can go just click Backspace. I can type 50, right? So while doing it yet, before clicking on Enter, I can still change the value. So let's keep it back to 100. But now, once, now
I click on Enter. Now I have locked this length. Now it's asking me for the
width of the box, right? And I can either now click anywhere if it doesn't
have a precise width, or I can now click maybe on 50. Let's get back 50 to specify
that the width should be 50 or I'm not sure and I'm still
did not click on Enter. I can I don't know, like type 100s again, just depends on what you want. I can still orbit
around while doing it in the middle of the
modelling of the box. Position myself. What I
want to be positioned, where I would like to
see what's going on. And I say, okay, now I am done and I like it
and it should be 100. Okay, fine. I don't want
to change my mind again. I will type now and
I'll click on Enter. And now it needs, it requires prefer me to
give the height, right? You can also, I can go to the other views. I
can type the height. I can click anywhere
if he does not precise or I can as well here
now, type it here. So maybe I want it to be 50. And you can see now
it locked it to 50. So this is now the
preview of my final box, but it did not yet
Make it because I have to click on Enter. Once now I click on Enter. Now my second box is done. And it's placed inside of
the box to layer because we change this to the this layer while doing
it, while modelling it. And yeah, so that's now how
I modeled a precise box. Now, I said in the
beginning that what if the very first point has
a specific location? So I will make a new
layer box three. I will activate this one. I will maybe also click this
one and I will say, okay, my very first corner
of the box is at the location 000 should be there like at the
very center location. And I wonder now while
dealing with owners like hide this first box and I
want to add the second box. I don't miss any of the boxes. Now I'm Making new box inside
of the layer box three, and this is highlighted
because it's in bold and it has this
ticked on, right? And instead of
clicking anywhere, I will now write down
the coordinates of the first point of the
first corner of Base, which are in this case, if it's the center, is going to be zero
comma zero, comma zero. Now you can see that the
point has been locked there. Even if it changed my
cursor, move it around. The point has been locked. I could have maybe given another point like another
height like the Z, because this is X, Y, Z. So zero for the
very first number is for the x-coordinate, the second one for
the y-coordinate, and the third one for it's
for the z-coordinate. Maybe I would have chosen, I don't know, maybe one comma, one, comma one, which
means it's in the first X And the first why. And also in the Z starting
they're not flat on the plane, working Plane not flat there. So it really depends on
what you want to have, location or locate
the first one. But now let's go
back to 000, right? And I click Enter. And now I can now
click on the second, let's say length right here. So I can click on 50, enter, 50, Enter, and 50 cube
enter. Done, right? So this is how I
can also start by a specific location in mind and I can specify it while doing it. And it will get a is going to give me the box
like this, right? This is also a third way of, let's say, more than just
putting in the same box. You can see that
I'm just wondering the same type of geometry, but with different ways to show you that are
three different ways. And now what I wanted
to show you, now, even if, let's say you
did the second box. So I'm going to go
to the default one. I will turn off the first
box and the third layer. So Box also maybe call
this one box one. So just to have box 123. Now, imagine that
the box two should be now at the corner of it
should be at the center. How can we move it around? Also, there are different ways
of moving things around in Rhino out here and there. I can either if I don't have any specific movement
as social as I said, ragged around or move
it around like that. I can click and drag like that. Or I can type here
on move to step, move Enter, and then I
can move it like that. Or I can click on
this icon for move. Also the same thing. This
is the command move. Or when I select it, I have to make sure that
they have the Gumball on. If it's not on, I cannot see it. I have to have this
Gumball third on. And now I can move it
using the Gumball. This off of this function has
been used with Rhino five. And it has been really
great feature since then because it helps
a lot with Modelling. And just like it
gives us a heads up, you know, like a quick
way of modelling, moving things around
even let's say rotating and scaling
on shrivel so soon that if you want to move it
around along the x-axis, see these are the
three arrows, X, Y, Z. Remember RGB, red, green, blue. This represents the movement
only along the x-axis. I can either click on this and that you can see now it's
locked along the x-axis. By the way, if I
wanted to say drag it and I click on Shift. Now it's going to lock the
movement along either, depending on the
movement of the cursor, either vertically
or horizontally. So in this case, either along the X axis or along the y-axis, or in the z-direction. If I am now in a 2D like
in the other facing, viewports in the
right or and the front one. Arrow up and down. Or in this case in around the X, or in this case lung the Y. Right? So that's without
using the Gumball. So the shift will lock in the orthogonal function
along one of the Axes. Or as I said before, I can click on this arrow. I have less silica precise
movement along the x-axis, maybe on I move it,
Let's say this one then Units like 10 mm Enter. So that's like a
precise movement. Now I will move with maybe
up in the z-direction by 100 units that I've moved the top by clicking and then
giving the value, right? So that's how I can do it. I can now control Z to
undo my movements again. And along the y-axis,
z-axis like that. These small squares
represent the planar. So let's say this. You
see red and green. So this is the small square, red and green Grid. This says that
it's going to move the object on or
along the x-y plane. Now, even when I click on this, even if I click on Shift, it will not lock the orthogonal because now
I'm telling it from the beginning that
this should not be either in this direction
or in this direction, but it should be in
both directions, like in any direction along or along the x-y plane, right? The same thing. I can move
this box along the YZ plane I xE plane economic,
the right view. You can see that at the
top view is not changing. Even if I move my cursor
there should not gonna go. Move back and forth like
they're along the x-axis. Because I said previously
I just rocked it to be only at the X, Z plane. If I click on the
right-click button, it will now cancel the movement. Also the same with
the X Z plane. I can move it around along the XY plane
by clicking on this. Now, these arrows are for
the movements of the object. In this case it's the box. Are these arcs and
these are for rotation. So for example, I want to rotate this box around
the x-axis, right? Or along the Y axis. Just depends on what
movement on a new. Now, when I do this, I do that, right? You can see that now
my Gumball rotated. If I deselect that
and select again, the Gumball goes back
to the standard. But what if I wanted
to Gumball to still be aligned
with the object? I can go to the Gumball here, right-click and I can see
here align to object. And now it has been aligned
with the object to the box. And now for example, I want to rotate, I want to move now with this
box along this position. Like that, maybe in this direction or I want to
move it along this direction. Maybe like it's going to
slanted wall of some sort of shape and I want to move
it along that slant still, keep, maintain this position but along this direction than
I can do this, right? Can relate this back
to plan to see Plane. I will also undo the rotation. Now. I can also using the
Gumball, scale, things around. I can either scale the box in the X direction or in the Y direction,
or the z-direction. Now while clicking on these small squares
and I click on Shift, it will then scale uniformly the object in all directions,
uniformly speaking. And also one thing while moving things around
using the Gumball, I can click on Alt. You can see this
small plus sign, this white square with
the black plus sign. This means that now it's
going to make a copy for me while moving. Click on the Alt.
Now Making new copy of the box. Alright. So this is how we can move and copy and scale
using the Gumball. Now, if, let's say, I said previously, I want to, and let's say move this box to a certain
precise location, let's say to the 000. Now it's not there
and move it there on. I move this corner there. So the Gumball now may not. Let's say we're great
for me because I cannot now choose this one. I will now move and space. And I will now click on this. Now can see this. And comma Int. These mean the snappings. These mean that my
cursor now it's snapping to the endpoint of the box at best at
this location or the intersection of these edges. You can see here that I have
here the end on near point, on, the point on point
center is off now. Intersection of object snap,
perpendicular, tangent, quadrant, quadrant, naught, vertex of the
polygon. Like a Mesh. I project objects, snaps
on or off, ng-disabled. We're going to see
these as well later on. But now if I want
to move this one, I'll have to have the end on. I click and I have now the
end locked to my cursor. And if I cannot let say, click on this because I
don't have any object there. I can now actually. So point to move to. I cannot actually type in
the location of the point. And since I know that this is at zero comma zero,
comma zero, right? As we've seen previously with the box modelling it at zero
comma zero, comma zero. I can see on my, so my location, my target location would be zero comma zero,
comma zero, Enter. And now I moved the box to that location like this, right? So in this case, if
one I'd say move one, coordinate of the box
to shoot location. The Gumball doesn't work for me. I have to move to use
the move. This one. They will not move,
let's say this corner to the 000 Enter, right? So that's how it works. Now what if one I
wanted to say now, move on to say have a kind of composition between the boxes. Let's say I will, let's say just scale
this down with a shift. By the way, for this Kaling, there are different
types of scales. So this is one way of scaling. But I can, if you type
here on scale like this, we have scale which is uniform. So I can click on this one. I can, click, can see that
it's going to grow in XYZ. That's the normal scale-like
that. I'll click on escape. I can type again here scale, but 1d1d means is only
in one direction. Along, let's say this
direction. That's 1D. Or 2D. 2d means that's going
to scale only in two directions without the third direction, two or
three-dimensions. So I can click on this. It's going to scale
the box like this. What's going to maintain
the height of it? So it's like assuming uniform scale is like
half a uniform scale, not totally uniform, but only in two directions,
two-dimensions. Right? So that's the scale to D. Just for to know these are the basic operations in Rhino. Now as I said before, I want, Let's see now to make Africa
small composition of these. Maybe I want to have,
let's say to be, these, to be located at the
corners of each other. I can click again, click on Move, type, move, our click on this one. And, and I will over to this
corner and their outlook on this one also move this one
from here to there, right? Or I want to say
to move this one, the middle of this edge to
the middle of this one. Just to make a bigger
different structures to see if you are
what's going on. So now I move, move again. Have to make sure that
the mid point is on. Click on this mid. You can see, I can see
the mid highlighted. And it's not, they're not end or perpendicular or section, but it should be the
mid point there, right? And again the same for this one. I will click on Move
made in the schema. Maybe it, let's put
them together here. Made like that. I can select, I can
scale this is going to maintain the midpoint of
this edge like that, right? I can scale this. Now. If onesy scale this
and this direction, I will lose this
edge being there. So I will now type scale 1D. I will start from here. Click on this one and
scale this direction. So this is maintained
kind of like a stepping right in-between
the boxes, for example. This could be like a composing, but I just want to,
I'm doing this. Just show you different ways
of changing things around, moving things around, scaling
things around. In Rhino
5. File Types, Exporting, Importing: Now let's see what
are done and you want to save our work. So I have now to go
to File, Save As. And you can see that
I can have here, can choose from
the file formats, like a lot of formats, even from Rhino itself. Like I can now save it
with Rhino seven or with previous versions of
Rhino or 3D S, the EMF. So the lower floor
of different ways in different types that you
can say Save As five. Alternative, say exports
one specific geometry. Let's say for example,
I want to export this box for 3D printing, and I want to export this
as an STL file format. So I can either now selected File Export Selected or I can click and I
can type Export. And now I can say, say box STL. And I can hear Save As
type with the STL format, for example, this could
also be an option, or I can now, for example, import a file as well or another geometries by
clicking on File Import. And then here you can
see that you have all of these different file types that can import from
instead of Rhino. And Rhino has been known from
long time ago to be very versatile and accepting lot
of different file formats. Even let's say
Adobe Illustrator, where it was shown and also see later on the course how we can use Adobe Illustrator
to help us in Rhino. So you can see all of these
file formats that you can use to import files to run. Alright? And once
having saved your file, you can see that instead of the folder where we
have received it, you have this another file called also like with
the same file name, but it has this extension 3D
and be a K for Rhino file. Backup around a file has usually it has the file
extension of 3D EM. And this gives us a 3D EM be a K for Rhino backup for trade. You know that not to
be confused if you see this file while working, oh, what is this file? Where did come from? The Edit not work with it then don't do it. What happened? This is a backup file that
Rhino generates automatically. Alright? And also one thing, while working with these
boxes, the three boxes, you can see that although this box two is the current one, but since each of these
books have been made, each one in different layer that these maintained
the layers. If I click on this, now I have this box one. If I click on this
box two, stays there. Click on this box three. You can see that now
this Show Me like this object, what is its layer? If I de-select everything, it will show me now what
is the current layer. And also I can see that
from the properties. So if I click on this, I have box three layer. If I click on this box
to layer, this one, box1 and all of these
have the type of these is called Closed extrusions
are all see soon. What does this mean? Going back to layers and will now activate the default there
6. Viewports, ToolbarReset, Navigation: Now I've also
briefly talked about the viewport and set that
we can still change these. So for example, I
want, let's say the front view to
be, I don't know. I can go to that and then
I can change the other maybe back, not front. So the other way around me, the right, I wanted to be, click on this set view, maybe to bottom, not top. So the opposite of this one, for example, could be
what I want to work with. And maybe let's say I
want to close this, close this viewport
and will only have, let's say this big
perspective on this side, one on one side,
and then these two to the viewports on one side. Maybe I want this, you know, like maybe you can change things around
and maybe let's say you want to bring this back. You can either say go to viewport layout and
click on this one. It brings back the
original viewports. And if for some reason
you have messed up your toolbars for
some reason, right? You took things around
dips in this way, Side worry cannot
now finite anymore. Then you can now use an interesting command
called to ToolbarReset. So let's now Type
Tool Bar, reset. This one. This is now telling, telling us resending the
toolbars will close all currently open to a bar files and open the default
Rhino toolbar, be asked to restart trying now to complete the process,
I will now say, okay, you must restart Rhino for the toolbars
to finish resetting. Okay, I will now
Save click Control, Save click Control
S to save the file. And I will close it. I will go to the location
where I've saved the file, and I will open it again. And now I have now the
toolbar having been reset. Again, I can bring all
of these Viewports back to the coast it as I
was sending them by common, they're clicking on
right-clicking on this one. And I've all of them
to ghosted front, tried perspective and going back to the standard position. Now one thing regarding
Navigation in 3D, Let's say if I now double-click
on this, by the way, if I want now to get 4k
only on one viewport, I can double-click on one of
them like this double-click. I can always see that I
have these ones open here. I can double-click
again on this one. I bring all of the
four 1s together. Thickness, right? I can double-click
on the top one. Now I have only work
only the top one, like the maximized one. I can double-click again on this one that I can go back to this Layout here I can also, let's say, add more
if I wanted to. So for example, I can
click on this plus sign. And here I can click on
a new floating viewport, for example, not layout, because Layout, we're going to talk about Layouts teacher on. But let's say new
floating viewport. This, this like a floating one. And I can show you this, let's
say to go to set view with this work and change the
viewport Camera position. And I can change this that say, to two-point perspective,
for example. Like this. For example. I can close this one. I can click again on this one. And I can click on Split
horizontal, like this. And now I have added one. Let's say if I had this
one that's activated, if I close this one again, close viewport and
enlarge this like there. And I click on this one, and I click on plus and split horizontally, it's
going to split this one. So that's how I can
add more viewports. Or I can also close
this one as well. Enlarge this one and
click on the front one. I can click on Split vertical. So to add now here,
another one. Here. Let's see what like say
Adding more viewports. This is a vector or workflow, depending on what
are our needs while modelling something 3D
and 2D simultaneously. And at anytime we
can now fix it. I can change this one because
I have to front views. I can change this,
Let's say too, I don't know, maybe back view. At any point in time
I can double-click on one of these ones
to enlarge them. I can all see what I
have already there, but this is the one that has
been maximized or enlarged. I can change these ones. I can jump from between. These ones, speculate not
these or double-clicking, and then choosing another
one by clicking on it. So that's how I can Organize myself while working, sometimes zooming in on one, focusing on one area in certain the viewport,
sometimes not. It depends. And if for example, I, let's say maximize the
perspective view for example. And I am, let's say I
wanted to say work. Let's say at that corner there, one eye orbit like this corner is not somehow less is
centered to my view. Like when I orbit, like it looks like
maybe like something around this area is like
the center of my orbit, but not that coronary. I want to zoom in
with the wheel. Now I'm zooming in
with the wheel. And I want to move
around like this, not let's say centered
to my work, right? I can click on Z for zoom space and I can just let say here it says drag him
window to Zoom like this. Now when I orbit around, you see now this has
been now unfocused. When I orbit around. This area has now in-focus and I can now easily and comfortably go around with the shift
or with the right-click, just orbit around like this. Comfortably. Wireless only there maybe, let's
say, I don't know, I want to build a
line between say, on this one, this edge to that, that's for example,
it could be and then space to finish that line. And I wanted to say
Make something like, I want to see this also soon like on an extrude the
surface like this. For some reason I want to
make a corner of some sort. For example. That's
how I can do it. Or on other thing to do is I can also do
zoom, zoom selected. So for example, a lot of times I would like just the point, quick point like this. And I would selected the point. You see, when I select
it, I get two options. Why? Because this is
sitting on the boxes edge. And since I'm clicking on
the point Rhino's thing, because you want
me to select for you the point or the box itself. This also like an
interesting thing to know that sometimes you wanted to say to
select the box edge or the box itself,
sometimes the point. And so sometimes
when it's kind of confused and they're going
to ask you this question. I don't want to say select
point and then I will say now we either Z for zoom selected. I can, again, I can
select it and zoom. Well actually it's not,
It's Show Selected, but the Zoom S, the set S, If I click
on it, it's not. So there's no Zoom
selected as like a full word was Z
for zoom selected. And now I can zoom only
on this selection. I can now orbit around it if
I wanted to say to 3D now, zoom more on this specific
local area to work on. One. And this one's
gonna show you later on how we can work with these extrusions and
more advanced modelling. Let's say we have like we have another object
that is really far away from these boxes. I'm gonna make it now a new
layer called box for all. Activate it. And I
will build a box, let's say right there,
QuickBooks, right? And let's say we're
working here. And I know that I have
something that is missing, I cannot find it anymore. And it's not in my view. And when I orbit around your
neck and I cannot see it. If I zoom in and out
like this, not too much. I'm confused. Then I can click on the
zed E for zoom extents. And then it's going to show
me everything in there. When doing that. It's good
to also show everything. So I have to, because
sometimes let's say for an object
might be hidden. So maybe let's say this box for some reason I have
hidden it previously. I can click on this
left click to hide it. And when I now click on Z, extents is going to zoom
in only on the things, on the objects that are shown. If I want to show everything, I want to zoom to everything
I have now to show everything's have now to
click on this show objects. So here I have this message
showing one hidden object. You see that now I got this
message that saying, Hey, actually there was
something hidden and now it's being shown. But I cannot find that
if I don't zoom enough, I can now click on Z. I
can type set E space, and now show me everything. Again. Really important. Sometimes you might have hidden something
for some reason. You don't want to let say
C, then you can do that. So it's coming from
this light bulb. Does drop-down arrow. Here we have the
hide show objects, show selected objects. You have the isolate
objects. For example, I can Click on this and I
can click on this, so I can show this and
hide everything else, right? I can do that as well. There are many other viewing, let's say Options and this also, let's say for logging,
objects are unlocking. Let's say I want to lock
something that only the sea change anything about
it so I can lock it. I can guarantee that's
going to be changed or moved or scale or I forget. But anyway, once having worked with this box after isolating it and I'm fine, is satisfied. Then I can click again on
show everything and E. Then alkynes everything. Also while having
all the layers on, because sometimes let's
add the layer off. So even if I show
everything, show everything. So no objects are hidden, but this layer is hidden, right? So although the box instead
of this is not shown, it's telling me
but nobody scores anyway, right? With what? With all of the layers that are shown with their light
bulbs on, right? So if you want, let's say
to know about everything, like all the layers on F, to turn all the layers
on all of them in your file and then
show all objects. And then you can zoom extents
to show wherever you have maybe lecture of something that is has been moved
accidentally like too far away from
the working area, for example, by accident. And that's how you can just take to recover your
objects to find them. So I'm going to delete this one. I will click on this box now I want to delete this layer, okay? One thing as well
to be aware of. That's good practice
that I always follow. And It's something that you might not let
say always think of. But it might save a lot of time. Sometimes I have, let's
see here, like box 123, maybe I have, let's
say object X. And then I have here object. Why? For example, right? And sometimes that's see, you want to double-click on this default activated and then you want to hide everything
except for object two. I, for example, like what part of the workflow you
want to do this. Then you might say by accident, click on this now and
I had, have this now. Usually this column
Sort is activated. When you click on
this small hammer, the tools, you have
this thick on. What happens is that if you have this on and you want to
double-click on this, and by accident you
don't click on this, but you click on this. Now you are sorting the
layer by name like this. So they would be the, right. But you might not
want to have this. You might not want the sorting
to happen because you may, let's say have already organized the default
is the first one. And then box 123, or like this. And you have the object X
and then object Y like this, and you click on
this, then you mess up the order of the layers. And so in this case, in
order to avoid this, you can just click on the
tool on the summer and then deactivate column sorts. Okay, Now when I click on
this, I'm now clicking. It will not resort anything. Imagine now having,
let's say tens, more than ten layers and then by accident
then re-sort them. And you have already, let's say, organize your
layers in terms of, let's say object importance. Like like it's the
top of something than the bottom then decides or the walls of something
or ambulate, a table top and the
table legs and stuff. These layers are not lyse following strictly an
alphabetical order, but there are following your
workflow or their phone, your project importance
in terms of elements. And so just having this off, we'll save a lot of
time because if, let's say you're resort
accidentally like tens, more than ten or 20 layers, it will become like a time consuming to
read sort them again, the order that you want
them to be sorted in. So that's just a
quick tip as well. Keep this off. I'm going to zoom in here. I'm gonna actually say
E to them on extents. I will delete my X. As you can see, I can
move things around like these arrows, right? So box 123, I'm satisfied
with this order, and I'm going to save this. And you can see here it says file successfully saved as one. That's the negation, basic
operations, etcetera. Also, you get this
message that you are, your file has been saved. Alright?
7. Curves Types & Degrees: Now let's look at how
we can build geometry. That is Geometry Types. And let's start with the most
simple form of geometry, which is a point. Now to make your a new layer
called zero point or points. And then I'm going
to activate it. And here we have from this sidebar, this
single-point. Second. Now here, add a single point, or I can click on
this drop-down arrow. And I can add also, say in the 3D view
multiple points, right? That's how we can add points. I'm going to make a new
layer and call it Lines. And here I'm going to add
inside of this there now. So if I, if I click now one time with the
right most button, and I will get only
one line segments. If I right click, click, click, click, like that. If I click on the
left mouse button. Both of these, this
is a polyline, while this is one line, single lines basically, although I have
made several ones. But as you have seen here, if I click on the
right mouse button, then I will get single line
segments that are connected. Now I can connect
them if I wanted to, I can select them like this
and I can type Join space. Now, I got this
message from here, three curves joined
into one opened curve. You can see that Rhino's calling these as curves and not Lines because Lines or a
street curves, right? Rhino like lines are
considered as curves. There's no, let's
say like Line type, but it's like
there's a curve type and there is a surface type. I can click. And I have
this open Curve selected, which is an open polyline
similar to this one as well. If I go to the properties
and I click on these, I have opened curve. And we did there as
well as this one, open curve as well, right? So that's how we can
build, let's say either connected or disconnected Lines also have many
more functions. And now one thing regarding
what this is Lines. One thing regarding curves
now is that we are also here, have also More Options. And we're going
to talk now about the Degrees of the curves. I'm going first to make a
new year called curves, the very beginning
and will activate it. I'm going to expand my perspective view by
double-clicking on this one. And then here when
I hover over this, also here two options, either clicking on
the left mouse button to get a control point curve, or the right mouse button to
get a curve through points. Now let's see what the
difference between these. Or if I click on the left most button to get
the control point curve. I'm going to be asked here
about the degree of the curve. If it's a SubD the friendliest or no and if it's persistent, Closed No or Yes. Now, regarding the
sub D friendly because sub D is a new object type
introduced in Rhino seven. That is a new type. That's why we have many
functions writer that also may include
some functionalities that would relate to sub D. That's where we have the ears. I'm going to talk
about sub D as intro, what sub D during this
course, later on. But this course is not
focused on sub D alone. There's another course I'm
giving that is more focused, unsub the operations of the trucks and advanced Modeling with SubD
D. But this course, just, the purpose of
this course is to get you on Rhino, give
you a heads-up. And Philip comfortable
using Rhino and understanding how to do it and all of the main
functionalities, but not focused
on either a sub D and not focused on Meshes, or not focused on
parametric design. But just, let's say for
very beginners anyway. So just to let you know
that this functions, if let's say you are using a, an older version of Rhino, then you may not see this. Okay? So for degree now, if I keep it as three
now without changing it, That's by default, I
get a degree of three. Start to click now.
So start off curve. And I click Next point you see now get an x-point message. Then also having next month
or Enter, press Enter. When done. Like that, you can see that the curve is being affected by
these control points. Right? Over, over, over
the first starting point. I will get this preview of how
the curve would look like. I could actually keep going. Right? Again, still get this preview for I want
to hover over this one. Now, I can either click
anywhere to keep it open, or I can click on this
point to close it, to have this closed Curve. Or I can
type C to close it. If I type in C, C
and I type enter it, joined it and then close
it and then it's done. It finishes the operation. Now have this curve,
one I selected. I can see the control points. And I can also select them and move them around
to affect the curve shape. Like this. I can also change these
in 3D if I wanted to. So the right field, for example, I can now move it down. I can see it how hero it's
going against also in 3D here. It looks like I can check, check this one then often move it down or maybe move it up. Let's say I don't know. I have this result. Now. What are
Degrees and what do they mean in terms of
constructing curves? If I now make a new
layer and call it curve one degree, Enter. And I will now
activate this one. Go back to the perspective view. Or actually let's
go to the top view. Here. If I launch a control
point curve again, and I say I want
a degree of one, Enter and I start drawing. You can see that now it
doesn't have any curvature. And I want to click and
finished. Now I close it. So you can see that now
this looks exactly like the polyline that we would
just like in through here. And this one because the
degree is equal to one. So it doesn't have
any curvature. If I make a new curve
with two degrees. And I will now also
activate this one. And again, I'll launch this one. And I'll change the
degree to, to enter. And again, let's
start from there. Click, click some N while
clicking with the wheel. You can see that now
we have curvature. That's being affected
by the control points. Click, click, click. And now to kind of like try to make things look for color, to make things easier
for me to understand. Maybe I'll just change
the curve one degree Layer Color to, let's say red. And I will change the
color of the curve to Degrees to orange. I will also make
an out a new layer Curve three degrees to see the difference activators
and also give it now a color of now, I wouldn't I would try to
avoid using the color yellow because yellow usually is the color of the
selected objects. So I might sometimes
get confused. If I get a yellow
color to some objects, might get confused as to think, Oh, are these now
being selected? So that's why I'm avoid
using this color. I'm now going to use the
shatters green color. When I select any color, any object, I'll get
this yellow highlight. That's why I avoid
using the yellow color. Again, I'll click on this
with the left button. I will start with
this point there. I'm using actually the
curve one degree as the guide to
construct the curves. Click. Click. You can see that now
the curve is not that, say strongly pulled
towards the points. I'm sorry, this is the Greek, sorry, this was the grid too. I want to have to change
the degree three. Degree two again,
I'll have to redo it. So just click on Escape. And I will click again
here will change the v23 not to enter. Click and click. Okay. Now can see the
bigger difference. Click. You can see that now the
curve is being, as I said, not pulled towards the points as much as the previous one, the orange one, click and click and the last
clicked, close it off. If I make now a new
layer curve for Degrees. And also give this a new color, maybe the cyan liquid, the left mouse button
click on this one. Click, sorry, I did not
change the 3D. Again. Change the grid to four with a space bar or with the
Enter to change it. Click first, second, third, fourth, fifth, sixth,
seventh, and close. And you can see
now the difference is now really apparent. All of these curves have the exact control
points, positions. If I select this one or
if I select this one. This one, also, by the way, with previous versions of Rhino, when you select a curve, you will not see the control
points automatically. This is starting from Rhino six. You have to, if you
don't see them, you have to select the curve itself and then
you have to click on this, show object control points. You click on this and
then you are being shown. Now, when I click on this, I just clicked on this one. Doesn't show me any difference because I already
have them shown. Right. So that's what I mean. It's kind of, I'm not
logical to say like show object control points
while these are being shown. And that's to say that
history of this is that this started or it was existing instead of Rhino
before the function, before the, this option that
when you select a curve, you're going to see
them on, alright? If I click on this, I
won't see anything. But this is also handy when, let's say want to
show Ctrl points of surfaces and other
objects are geometries, then you're gonna see
them because Surface Duo on your other gonna see in the control points
automatically. But here with Rhino
starting from Rhino six, when you select a curve, we want to see the control
points that are automatically. And then it gets, the main goal here is to show you the
difference between Degrees. If it's one, it will
not be given any curve. If it's two more Curve, Three more, Curve
four More, etcetera. When you go up with the degrees, then you have the pulling force towards the control points
is less and less and less. Now, usually speaking, in Rhino, normally we would work with
curves of the use of three. I'm not two, not four usually, but of course you can change
the Based on your needs, on your project requirements. If you have a requirement for the Curve degree to be as specific number,
you can do that. But usually speaking, we
can use the degree of three as the standard
Curve degree. Now, we have seen
here how we can build these curves based
on control points. So the control points curves. Now whatever the
curve through points. If I now make a new layer
and call it curve through. Now I'm making all
of these layers because I could have also
made these like one layer. But just free understand,
even later on, let's say when you
want to open your file and check it out. And maybe you remember something I explained the course so that everything is kind of
like saved in steps in here and in Layer form
so that you can check, oh, Rebuild the curve one
degree in this layer, you can see it, you
can check it out. It's well-explained here, well-laid out. With these steps. I'm going to also give this a, another color, maybe blue. And also by the way, these
colors, when you click on the, when you click on this
square to give the color. Also you can give,
let's say colors with transparency are also this transparency
feature started with Rhino six or seven. I'm not really sure
which one, but anyway, it is a recent
addition to Rhino. With Rhino five and
previous versions, this color option
was not present. And with Rhino eight, we're going to also
have gradient coloring. So these things
tweaking of graphics is really helpful to help us while designing
things to just, you know, just more
flexible and better. Let's keep this to blue. And now I will right-click on this to get a
curve through points. Right-click our Start. Here. Select points to
build curve through. Here. I have to have already
like points that are, that have been
already placed there. I'm going to activity
Points layer. And I will actually
now here build multiple points based on
the first one degree. Click, click, click. Just put these points there. And then I'll go back to
the curve through Points. And I will right-click
on this one. Click on this point. Here. Select wants to build
curve through points. This order Enter. And now I have this, now I can, for example, let's say close yes or no. Alright, so that's one
way and degree of three. So in case we want it to, the curve to like certainly pass through the points,
then we can do that And enter. That's one way. Now, there's also a third way which is interpellate curve, which is sometimes like I will, I often use this one curve
until interpellate points. This one with the
left mouse button. I'm going to hear make this layer called
Curve interpellate like that and enter and will also change
the color to purple. Here I'll click on
this drop-down arrow, and we'll click on
the left button. Here. We don't need
to have any points. So Start click with
the degree of three. Click, click, click, and click to finish it. And you can see also there is
a really slight difference between this one and the
curve through points. I prefer personally to use
the curve interpolates. So it's interpolates
a curve through Points instead of the
curve two points. And then this one
you'd like, you need to also already have points in there while
this one you don't. And you can see like when
you select this one, it has its own new
control points. Because they control
points always are therefore curves that are, let's say, not along the, along the points themselves. While building a
device n-tuple it like a 1D curve strictly to
pass through these points. And it's going to do it. But actually speaking, this curve has
contributed a lot there. But outside the curve itself, where these dictate the shape of the curve based on degree
that has been chosen. Okay? So that's how we can understand the
Degrees of curves, how we can build these
main Curve Types. People prefer to use
sometimes control point Curve or interpellate
ContraPoints like it will give you more
fluidity like more, let's say curvature control. And it's always, let's say, good to use less points
there other than more points so that you
can control the curvature. Or you can use, let's say, the interpellate points curve, which is to make sure
that the curve will pass strictly through some
specific points that you set, or some specific location or by any objects, locations
that you want. Of course, there are many
more Curve functions. We're going to also
check some of these later on. Not all of them. Alright? So that's
basically about curves and Degrees and how
we can understand the degree of curves in Rhino. Now what if I have
previously drawn a curve and it's not close on a close it. How
can I do that? If I make a curve
again like Curve open, and I select, I
activate this one and I give it magenta color. Draw it here, and just
draw a curve like that. I finished it like this
without closing it. Then I can close
it by just typing, like selecting it
and then typing here close curves ERV,
and then close it. Now it added a segment
trying to close it. And that's where we need to
be careful that when you want to close a curve in Rhino, it will add a small add a segment between the starting point
and the last point. And that's where I have
to be careful here. So usually this would happen. Let's say, if you ever
say curve that has the point really close to
the end but not closed yet. If I click on this and I go to the properties you can see
that have now an open curve. Alternatively speaking,
I can actually start, continue building the curves. I can click again on this one. Have to have this end
or not. There to click. And you see I have the
degree of four and I've actually started this
with force. It's fine. Maybe like this. And I finished. Now I can now click on
this and it can click on this control point that can change it based on the
curvature that I want. And once being satisfied
with the curvature, maybe on it like this, maybe I want to
change this there. Then I can select this one and Shift-click on the other one. And we'll type now Join. Now I have close this, so two curves joined
into one Closed Curves. When I click on this
and go to Properties, I have this closed curve and I can still no effect the
control points wanted to, to just also just the curvature. Okay? So that's how we can
let say, close a curve. If it was open previously
and make sure be careful when you close the curve with the Rhino Closed curve. They're going to close it
with the segment anodic curve
8. Surfaces & Polysurfaces 1 - Rebuilding Surfaces: Now what about surfaces? Let's look at the surfaces. Now a new layer called Surface. And I will also activate
this one. Here. We have different ways
of drawing surface. So I can either here like click on this drop-down
arrow and accurate, we have this surface from
three or four corner points. I can click, click,
click, click. And I have the surface. I will change the
view to shaded. And also maybe change
all of these two 3D. Just look at the 3D one. It's also wireframes. I'll go to the, this one actually going
to go to all ghosted. Alright, so this is the surface. Okay. I can make a, well I can also intro, let's
say like surface like this, like a corner to
corner for example. Like that. I can also
draw a surface like this. So three points like that. I can also make a
surface out of curves. So if I curves for
surfaces like this, and I will now build
the degree of three. A curve like this. This curve should be, this curve should
have two conditions. It should be closed and flat in order for me to
convert this to a surface. Now I can hear type planar. That's RF planar surface, which means that
there's going to use this curve to make a surface
inside of this curve, and then I have this surface. Okay? That's how I
can make a surface. Now. These are surfaces. And when I click on this, so this all the Trim surface because it's
made out of a curve. This is a surface. What if I want to
make now a solid? So again, new layer
solids or poly surfaces, because technically speaking these are called Polysurfaces. If I make a box there, as we've seen previously,
that's a Polysurface. Although it's called here
the type Closed extrusion. But this is a solid made
out of six surfaces. If I click on this end, I click on this explode. But now I have these
made out into surfaces. If I select all of them, I have six Surface
Edit to Selection. Or here type six surfaces. And I typed Join, the same one that I used
for the curve and Enter. Then it joined this one
at the close solid. You can see now, instead of
the Closed extrusion now it's saying this is a closed
solid Polysurface. Technically speaking,
this is a Polysurface and this is a Closed Polysurface because it doesn't
have any open, let's say surface of
this, of this shape. What I can do if to make
it open is either I could, for example, upload it. And I will just, let's say, select these without the
top one and Join again. Now this is an open Polysurface. I can click on this and
move it up just to show you this is now an open box
or open Polysurface. That's a surface. Right? So this is the, how these are called. Right? So that's the difference. So these are surfaces. We can make surfaces
out of curves. We can make sense of out of
curves in different ways, like with new functions
they are going to show you all soon Bye lofting
as you begin cetera. And says technique speaking, what is a open Polysurface? And I can now, I'm
going to copy this by clicking on this arrow
and then click on Alt. Now I get this plus icon. And now I will type Cap
to cap this one and then convert this into a closed surface polish
Solid Polysurface. This is an open one,
this is close to one. Going back to the layers Solids or Polysurfaces. Okay? So this is a quick also intro to understand the
difference between these. Now how can we change or edit surfaces now
similar to the curves? Remember when we like selected
this curve and we started to change the control
points, right? Like this. Let's see what
happens if we do it. Let's say with this Surface. First, these ones, and then
I'm gonna show you what this, how to work with this one. If I click on this, since this is a surface, we're going to get the
control points automatically. So we have now to click on this. Now I can see the
control points. I can now select,
let's say one point. I can move it up and down. Let's see, move it in
the x-y direction. So now we're changing how the surface looks like,
like this, right? But I cannot let say now change in internal
area of the surface. And that's because
the surface is not yet Rebuild to with
more control points. In order to do that,
we need to rebuild it. So if I click on
this for example, and let's write them now
to rebuild this one, Rebuild space. And here you can see now
the preview of the Rebuild. Let's look at what the
cerebral Surface window, what does it mean
of the point count? We have the UV and the UV
are similar with the XY. Basically, these are
the local X and Y directions of this surface or
the domain of the surface. We have the degree as
well along the U and V. We have also the options like needed input or if want
to keep the input, current layer, etcetera,
read Trim or not. Now I'm going to look at
more of these options, but just mainly at these ones. Now it's saying
that this surface has two points and
two points along the U and V. Suggesting for us now to rebuild
it with ten points. Notice before going to attend point at the strike five points, five like this and
click on preview. And now it's going
to now show us the newly to be
rebuilt Points On the, on the surface without
affecting the surface. So when it will
rebuild the surface, we don't change the
surface how it looks like. We're just now changing
the structure of it, like the core of it, but
without changing it itself. Once we rebuild it, now we can now after that, choose the point, select the
point and then we can move them around to change the
shape of the surface. But after a while
rebuilding it and after rebuilding the surface
itself, it will not change. The surface is gonna
look exactly the same. But with more cultural bonds. In this case, you will
have more portable Modes. Sometimes you want
to rebuild it with, let's say, less control
points, maybe let's see. Here we have, let's
say 100 and hundred and you want to make
it, let's say 2020. So you can also
like Rebuild that with less control points, right? So it's not always
increase the Corresponds, but can you go, you can also
decrease the control points. The degree here is, I just think now
it's currently 1.1. You can suggesting us to
use it as three or three. Okay, That's fine.
It input, it's fine. Okay, Now we're
going to click Okay. And now I see nothing because nothing
changed, I just rebuild it. Now, if I click on
cultural and show points, now you can have more points. Not only for points, but I have no more
ContraPoints that I can now select and move up and down. Select equal to moles again. I can still also
move back and change the shape of it that can
affect how it looks like. Then also I can move this one is ones here up and down itself
and entertain them as well. So that's how we can
Rebuild, shape a surface. And then after rebuilding it, we can then affect the
control points accordingly. Okay? Now these surfaces because and I'm going
to click on Escape, Escape to now, go out of it. Since these surfaces were built with these functions, right? I only have this as a
starting point shape, right? But this one, this second one, because I made this as a planar surface from
the curve, right? There are different
ways, either, let's say I want to
change the shape itself. I can, I'm going to now copy it. Copies. I can either type Copy and click and drag the curve. And with a Shift to keep the
ortho snap on and space. Or I can, I'm going
to undo here, I'm going to click
on the curve again. Click on this arrow Within Alt. And then here I get the plus sign and then
now I'm going to release, right, so that I made a copy. I can now here
change the points. If I have before making
the planar surface, if I have the record history on, let's do it now like this. This is now activated. And I change the points,
right like that. And I click on this and I'm going to just activate this one
curves for surfaces. And I will type Planar
Surface enter, right? This one. If I now change the curve that was
building the surface. Sorry, before that. Before that, because this was not on record. History on click
Planar Surface Enter. Now this is went off. If I click on the
curve and change it, you see that now the surfaces
following it is very important to have
the recorded history on before planar surface. I can see that after having made the surface, this went off. But this is now keeping the
surface following the curve. If I move with the surface away, they're going to
say dragging broke history on one object. I can either say now
here, OK, or Cancel. To undo this move, I can look on the curve and I can move now with
a point like this. If I move it up and down, it will maintain the surface because it's kind of
like projecting it flat. But you can see now here, when I do this, I lost control. So here actually you see here, history Failed to update one
object because I did that, although I did not
get the message. So be careful with that. Will undo control Z, undo, undo, undo, undo, undo again. So here before moving it
down for click on the curve again and move the points
only along the X, Y. So that's bringing this
back to the history. If I move, again, if
I move the Surface, Go away from it, is going
to break it, cancel. And if I now, let's
say, want to scale it. If I scale, Let's say this one is going to
also break it, right? So that's why I like this. Record, this kind of
like a limited function. There is a more advanced
and more, let's say, developed way of doing this based on the curve
always to be kept. And that's by using Grasshopper, which going to also see
during this course at the end of the course
as an intro to Grasshopper that you get all of the steps are saved there. And it's something called
the parametric definition. And even if, let's say you
move the surface away, like the curve is
going to be kept, etc. budget is for you to know
that the coordinate recorded. So we'll just kinda help
you out doing that. Now. Even if I have this curve and I can change the shape
of the curve, right? To have the Surface
always following it. I still need to rebuild this
curve to add more points. If I wanted to make
it more complex. If I select the surface
and I say Rebuild, and I want to let say now
add maybe ten points. Ten points, keep the
degree at three. Rebuild command, history on
one object, that's fine. I don't want to always
be kept following it. But just for now I click on the surface and I click
on Control Points On. You can see that here. Remember before when we talked
about this one and we said that this is a trimmed surface because it's made
out of fake Curve. Now when we turn the
control points on, we see that like basically
this surface, the base, the untrimmed nature
of it is actually a square that is in which, inside of which
surface is located. This, these are,
on the other hand, these surfaces are surfaces or untrimmed surface
also in other words, because there's
no, let's say like another bigger surface that are, that these are inscribed in. And because these have their own local UV that
this doesn't have, and the UV, like the local
x-y of this surface, is based on this
untrue nature of it, which starts from there and not anywhere there like
any surface and Rhino, technically speaking, has
It's corner point and me it has four corner
points in general, right? And it has UV directions. If it looks like this does not mean that it
doesn't have those. And that's why
when you, when you select one of the shapes, surfaces that look like this, that don't have any corners. It doesn't mean that
they don't have corners, but they do and Rhino
understand that they do. And it's telling you, hey, it's actually trimmed surface. It's not an untrimmed like
it's not the original one, but there's a
bigger kind of like the boundaries that
is surrounding it. That techniques
speaking includes the UV directions and the
main bounds of it basically. So again, going back
to the surface, why do we rebuild it? Now I can click on
the points and I can affect it locally. I can still move
these ones there. And I can one down. I can move this one up, right? So that's how I can now
affect the surface. This by rebuilding and then affecting and just Editing, playing with the control points
9. Surfaces & Polysurfaces 2 - Inserting Knots and Rebuild: Another way of editing
is surface would be to locally
insert more detail, more resolution instead of
rebuilding the whole surface. So let's extend. I'm
going to now copy, make sure that I am in
this layer exactly. I'm gonna copy this one. Drag it. There are new copy of it, and show you what would happen if we don't do
anything yet to the surface? If I select it and I want
to insert, not like that. And here it's giving
us the options to add. More Knots belong.
In this case now, starting with the U
direction, direction you. And let's say I want to
only affect this area, not the other areas. So I want to now add
more knots there. But that, and I will
now click on Toggle, to toggle the direction. Then add here more or not, you can see that the lines, these nodes have been
added to the surface. And I still have
like these lines. They're not only
there because it's adding along the whole you
and the whole V domain. That's why it's just who are
forced to have this anyway. It's concepts the only add
one point and that's it. If there's any point, should have a UV coordinates, let's say within this surface. Now, if I turn on the points and I wonder now
let's say select these ones. Now, if I select
from here to there, I will select the
surface itself. I'll move the surface itself. That's not what I want to do. By the way, if
sometimes you want to really make a selection within
the surface and like this, only select these two
ones, for example. And do this. When I do that, I cannot select them easily because they are
inside of the surface. Then I can change the
view mode to wireframe. And now I can select
these within the surface, inside of the surface, without selecting the surface
itself from left to right, I forgot to do it
from right to left. I'm going a second
surface itself as well. Okay, so from left to right, then I can read
Selection and then I can move these ones up and down. Let's say I don't
know, maybe like this. And you can see that now they
look a bit kinky like this, like boxy and not fluid, not in a curvy way like that. That's because when we
started doing that, the surface itself was not
to a second or more degree, but it was two,
the first degree. And we'll explain more. If I make Copy again of this
Copy and I move it there. If we want to just check out
the degree of this by typing Rebuild is going to
tell us that now the degree of the
surface is set to 1.1, the degree, the point
count, the degree. I want, I need to make the degree two or
higher in order to, whenever I change the
control points that the have a curvature and
not something that is, that it has this sharp edge. So if I just say, I want three degrees, three degrees along the
U and V is going to say, okay, it works against for
me to add four points. And foremost, along the
U and V. I will say, okay, let's just rebuilding the surface to have
with third-degree. Then I can add now, insert again not. So insert not. I will click on this
and now I can look, now we'll add Inserting
Knots and the V direction. Let's thing we indivi
direction only that area and then I will toggle and along
the U direction. And I'll click on space. And I would add these new knots. Now when I turn, I select it and I
turn on the points. And I move, let's
say some points, like maybe these ones. You see, because I'm
orbiting like this and it's not like
centered to my window. I can, while doing it
like while selecting these types Z to zoom selected. Now these are centered to
my navigation, to my View. And now I can move
these ones like this. I want let say move these
ones up but I cannot, if I select them, is going to select this surface. I'm going to go to wireframe, will select only these ones. Go back to ghosted. And let's move these ones up like that, for
example, right? So I'm affecting locally
the surface at that area without adding more resolution at the other areas
of the surface. However, I am, we have
to add these more UV, let's say curves
inside of the surface. And then these will
define the points. And then we have now
this thing happening. We can now change the
surface accordingly. I can say select
all of these again, move these ones like that to kind of Stretch the
corner of the curve. Like that's really depends on what you want to do with it. Well, that's just, let's say
different between this end, rebuilding the whole surface
altogether and adding a lot of resolution everywhere
instead of only, let's say Adding just
local resolution and then play with that
and work with that. So that's another way
of editing surfaces.
10. Surfaces & Polysurfaces 3 - CageEdit for Polysurfaces: Now what if I want to edit
a Polysurface or a solid? How can I do that? Let's check out the
box that we just made their first with this one. Then you can see how we can
make a quick Solid from these surfaces and also try to see how we
can change that. So I'm going to click on this. I want to activate
this one again. If I click on the show
object control points, I doesn't work, cannot turn
on points for Polysurfaces. That's what I'm going to
get the message there. It didn't give me any window. This error doesn't work, but I got this message there. So again, this is really
important area to keep in mind. Always keep your eyes on. If something doesn't happen. Just have a look
there and see what is the message that
you get there. So why is that? Because this function is, can be applied to either
curves or surfaces only, but not to solids,
not to Polysurfaces. Now, if, let's say I
want to, let's say, affect only one side of it. I can just let's say exploded. I can select the surface now. It's surface not the
Polysurface. This side. I can add points on. I can see that only have, let's say four points. I will rebuild this surface
as we saw previously. Degree of three at least
to make it thicker V, the change is curvy and then
I will add maybe 8.8 months. Okay. I will click
on that as just to make this centered and then I'll turn it
control points on again. I will click on that. These points, then
we'll move them out. We'll click on this
and move it in. Just if I'm, if this is what I want to do,
then I can do this. I can explore it, and I can change the one of the surface. That's good. That's one option. Right? Now I can
select them all again, and then I can type on
Join, click on Join. And now I have these as
back to Polysurface. Now if I click on this, again, it will not work. Even though this has
been changed, right? With the control
points, actually. But I cannot change that. I have to again exploded, click on this during
the control points on and then just
continue Editing. That's one way. But
what if I have, let's say like a global
change applied to the box. So I'm going to make
a new box as well. And I want to change
the whole shape of it like I want to have
just the whole shape, then I can do something
called Cage Edit. And that's by going to transform Cage Editing and Cage Edit. Here. I'm going to
get here this measure saying select control object. Usually speaking, we can
use the bounding box. Of course you can use
reliant or rectangle for, let's say flat geometries. I'm going to click on this. And then I'm going
to now on space. And I'm gonna click on it, say here I'm going to
add more control points. So instead of four,
maybe eight Enter. And I'm going to click
on the Y point count also eight Enter. And then the Z point count
eight Enter degree is three X, Y, Z degree, that's fine
of three. And enter again. Region to edit Global, going to keep it like this
global for now, enter. And now I have these points that are actually formed by a
cage around the box. Now, I can, for example, I'll select these ones
and I can move like this. You see that now I'm
affecting the whole box. I can go to front view. And I can do this. I can actually see everything in front of me
and all the Viewports. And I can do this, that, right. I can select these and I can go to the
top view and I can, for example, here,
scale inwards. So let's see what
happens in 3D there. If I do this, is going to do that, right? So I'm now affecting
the box with the Cage Edit and you
can click to select it. If I move it. Here is going
to move the box as well. If I click on the box
and move it, now again, I'm moving the box away
from the Cage and then telling me drag and release
one object from its cage. So if I do that, then
I'm not going to anymore use the same Cage, have to make either new Cage or I will just have to undo it. Just depends on what you
want to do with it, right? So Cage control and then
control points of the gauge. And then now I can maybe use this as wireframe
just to select everything. And then I will select
maybe these which are there and move them like that. Right? So it really depends on what you want to do with it. What if now want to apply
this but not to a box, but maybe like to
a shape that is more closer to these shapes. Activate this one. And I'm going now to make
a copy there with the alt. Right? Then I want to
give this a thickness, for example, like this. I can either the different ways. I could either
click on the arrow and click now on
control and keep it. Have this thickness extrusion. Or I can click on this small
ball there to extrude it. Or I can type extrude
surface, extrude Surface. And I can extrude it
different ways of doing that. So now I have this Closed Polysurface and
not the surface anymore. If I click on this, I still have the surface. But then I've also this
new Polysurface made. I cannot, if I click on this, I cannot see any ContraPoints. I need to use the Cage
Edit as well as well. So CageEdit being Cage Edit, bounding box, keep
these as they are. And then now this you can change how it
looks like with the Cage. As if now we have this shift, has this cage around
it and we can affect based on these contact
points of the gauge. You can see that we did
not like effect this one. So this is staying there. We can actually move it up. Because when we started and this is the shape that
we are getting now. So that's also another
way of affecting now solids with a Cage Edit
11. Surfaces & Polysurfaces 4 - More commands - Bend, Taper & Stretch: And they're also more features, I'll say function that would
allow you to affect solids. Let me show you as
well as surfaces. Maybe take this one, I'm going to copy this there. So if we keep this as a surface, we can, for example,
Bend this surface. I'm gonna go to the front view. I'm going to look
at the perspective as a preview to see
what's going on. And we can let second. So Start, start off spine. I will disable this and wake. And now can you can bend
the surface itself. That's one way of affecting it. I will click on Z
to zoom selected. That's one way I'm going to undo it. Actually going to keep it. Actually undo it.
I'm going to also make a copy of
this on this side. And if I make a small extrusion, I'm going to this is the
new Polysurface, Solid. And let's try also to
bend this one as well. So Bend again. So this one also works for
solid. You can see them. The cool thing about
Ben is that it can bend surface and poly
surface as well. We have, if I copy this again and also extruded, see the benefit coming from
transform we have here Twist, Bend, Taper said Stretch. If we try the Twist, start off Twist axis. If I click on this
and then angle, actually have to do
it from the top view there to be aligned with it. Then now can see the
angle for say, Start. And so you see now twisting the surface
or the Polysurface actually like that. Twisted it. I'm going to copy this
that was previously bent. And let's see, we have now the Taper start off
Taper Axes as well. Hello, and of Taper
axis as well, without changing
any of the options. And distance, you can see
how can taper it as well. That area of the Stretch, stretch, this one I can click. This is the axis of the end
of such axis like that. And I can stretch it. Kind of like scaling
one day anyway. Okay, so these are, let's say kind of
interesting quick. It is that can be applied
to both surfaces and Polysurfaces without
needing to Rebuild
12. IsoCurves - What are they and how to use them: And now I think it's a good
opportunity to talk about IsoCurves, What they are. Actually. You can actually see that we have started
to see that more and more. Let's say clearly when we did the Rebuild surface,
remember this one? It was like this. When we just made a planar
surface out of the curve. Then this one, we had
to rebuild it first. And then we have just
moved the control points around in different
directions to have this. After Rebuilding, we
got this kind of like a more denser mesh or
denser grid on the surface. These are the IsoCurves. And in Rhino and
IsoCurves, or an ISO, or isoparametric
curve is a curve of constant U and V
value on a surface. And you can see
these represent the present the EU and the V values. Rhino uses IsoCurves
and surface edge curves to create a wireframe of the
shape of a NURBS surface. Now a NURBS surface is a non-uniform rational
B-spline surface. And Rhino is known to be
in a NURBS based software. Now of course, it provides
also tools and methods to work with Meshes and
recently now sub D objects. However, it's main power, its main, let's say. The main thing known
about this Rhino is that it uses nerves. And it has a lot of
tools that affect nerves and allows for designers to use nerves techniques and
methods and nerves in order to design complex shapes
and curvy shapes easily, let's say, and not in
a complicated way. By default, IsoCurves are
drawn at naught locations. If the surface is a
single knot span surface like a simple rectangular
plane, for example, as the curves are drawn also in the middle
of the surface, like this one here, because like it was like one. And so we saw that now these are drawn by default also with
these ones like this. And for this one after
Rebuilding, then we can see that. And what is interesting is that you can see also here like these are the nodes that
we have added. Actually we've added
IsoCurves, but only, only locally at that, those areas and then we
have affected the points. Now, what is interesting
is that when I wanted to say is that Rhino actually, when you are affecting shape in a certain way that would require
more complexity, then it would add more
IsoCurves automatically. So when we have done this, so this was actually
an extrusion of this. If I move this there, if we just redo this, we had this surface. I have extruded it. Control. So move and control. You can see this
small line right there was forming when
I doing it and control. You can see this, this
line there, right? This one. This means that now it's going to
have a thickness, right? When it did that, it
had this look, right? So the IsoCurves on
this surface and the bottom one or matching. And when I didn't
know the Bend here, if we do it again now, it automatically now added more complexity to
the, to the surfaces. If I do now Apply
again the Bend. I started with the
start of spine, like click and click
when I release. Now you can see now
it's much more dense. And this one is much denser. If I undo, it's simpler. If I redo it, it's denser. So here, Rhino automatically
added more IsoCurves. And this can happen in those cases where
Rhino thinks that like the shape requires more
complexity in terms of IsoCurves, in terms of this wireframe
structure that forms the surface in order to
make the shape work. And it doesn't
anymore work like it. It wouldn't still work
well if we maintain or if Rhino maintains the low-resolution there
according to this shape, this shape requires
more resolution, let's say more detail. That's why it adds
more IsoCurves. And this also happened the same with the Twist
and then with the Taper. So that's what, how does
it also with the CageEdit, what do we use the Cage Edit, you can see that now it added
much more detailed with IsoCurves on every single
surface of this Polysurface. Now, there is a function or we can actually
hide IsoCurves. You can put it in Display. Tab And so now I'm the
perspective view. I can click on Surface, IsoCurves is now ticked on. I can take it off and now
I don't see it anymore. So that's also a way
to control the visual, the visual graphics
of your workflow. Let's say you want
to extract diagram. I didn't want to see all of these IsoCurves. Maybe
you want to see them. Maybe it's part of your design
to show this complexity. Maybe not. So really it depends, but I'm telling you that
this is a possibility to either take these
off or put them on, just make them visible. Similar to the wire mesh. So now we don't have any Meshes. And so we're going to show you the difference
between an herbs Mesh and sub D. And then also how
you can turn on and off. Let's see the mesh
wires from here, or the SubD, the
wires from here. Now with the sub D wires up decreases boundaries
and symmetry. All of these four
options may not be, let's say, present
in your Rhino. If you're Rhino version
is older than six. So I think starting
from six of the sub D, seven is more developed and then Rhino eight now
coming up as well. It's much more developed and
it's much more features. In any case. That's
what I wanted to say regarding this because we just had seen these without really
understanding what's going on. Why do we got tweeted? Did we get this more complex? It looks like a bit
more messy in a way. Encode, encode.
Some really messy. It just more complex shape, that's Rhino is Frank
to seem or calculate or let's say compute how
the shape would look like. How, what, what are the requirements for
the ship to work well? And it just adds more
complexity to it. Using IsoCurves. Also wanted just to make
another, show you how, what I mean by that, when added more complexity, if let's say I just rebuild
this again, Rebuild. And you can see now, since this, as we saw before, it's a trimmed Surface. We can see that now
this is the see the untrimmed status
of the surface. And when I make, let's say less. So now it's actually sorry. Now it's at ten points, right? If I make it at,
let's say 5.5, right? I'm having less points
previously, okay? Now we can see that now it's simpler and it has
less IsoCurves. I can turn on the
control points. I can still affect it, but now I have less
control points. If I Rebuild this again, and I say, I bring it
back to ten, right? Certainly 20 bucks, then
we can see the preview. So it's similar to this one. If I make 20 and U and V, you can see that now there's
gonna be the preview of the IsoCurves
effect. Click Okay. You can see now this is now, let's say double the
density of this, of these IsoCurves, right? And it has the same shape still. And now effect, effect. Since I have more points than
I have now, more detail, I can work with more moral like a localized areas
on the surface. Maybe that's not what I want. Maybe I want, let's say to
affect it in a broader way, then that's where I
rebuild it again. And I see, Okay, I
want to rebuild it. Bring it back to ten so that I want to affect
less selective, bigger region of it
are the smaller one. And then I can say I want
to, let's say now move, let's say this, I don't
know, maybe more down. Maybe I wanna move it, let's say in this direction, right? Just depends on what I would do. So it depends. Having less control points means you have,
let's say, bigger. Let's say the effect is
broader on the surface. When you have more
control points, then you have more
localized control on the surface or the object
13. Table 1 - Modeling Top Side with Primitives: Alright, so now let's start an interactive project
slash exercise where I'm going to
model some objects. And then I'm going to ask you
please to Continue modeling the rest or the
remaining parts of it based on what we start with. And then we're going
to show you this, you should do that. So I'm going to start
with something, will ask you to continue it. Then we will show you how one of the possibilities of material
that would look like. Let's start with a table and let's use here
combination of primitives. So modelling techniques
of using primitives and curves to build geometry. So here is really important to start with the correct
layer structures. I'm going to now
make a new layer. And I will call it here table. And then I'm going to
make here a sub layer. And I'm going to call it table or just, I'm
going to call it top. So this is the top table, top, the top side of the table. And here they are different ways of doing it depends also on
your, your design. What is your design? Your concepts, and how you'd
like the table to look like. The simplest way is by just, let's say modelling a like a box that is thin and then
large in width and depth. I can, for example,
click on the box. And maybe then I would like
to start zero comma zero, comma zero at these coordinates
of the origin, enter. Then here I would maybe
specify the width of it to be in millimeters. So then I would say that the
width of it will be 9 cm. So this means 900 mm. And then the depth
of it would be, for example, 60 cm. And millimeters is
going to be 600 Enter. And the height of it, it's going to be, I'm
going to know here, move to the perspective and
I'm going to orbit with the right-click and with
the shift to pan around, I'm going to just make
the height of it to be, let's say 3 cm. So 30 mm. Enter. And I'm going
to change all of the Viewports mode to ghosted by right-clicking on this icon set all viewport
displays to ghost it. Okay. So that is what, and by the way, because I
did not activate this there. This table top game inside of the default layer,
I want to make, want to change this to the
top one and also activate this one when I right-click on this wildest being selected. And I will here click
on change object layer. Now, this is inside
of the table top. And I'm also to
activate this one. This is one way. This is like the simplest way,
simple table top. We can have, that's fine. But maybe we want to
have a different table, but maybe the corners
are filleted. There are rounded, right and
not sharp edges like that. Sharp corners. So
here I'm going, I'm also maybe rename
this to say table. Sharp corners. And then wine. I am ear. Like selecting
this, not this one. For selecting this one, I
can add a new layer there. Then it's going to
add the new layer under the table, like this. This is now under the table. Can click on this one to kind of like assemble
these together. And under the table I can expand it to see the other ones. Can say here as well,
top round corners. So this, we did this using
primitives, using the box. You can do that. Now we found a want to make these round are different ways. Either I can use this
one as it is as a base. I'm going to double-click on the top viewport to expand it. And I could maybe draw like
the negative part here. And then we'll then trim out this corner to have the round. That could be one option. Or I can start from
the beginning with a curve that has round corners. And then I can extrude that
curve and get the tabletop. So I'm going to show you
actually both methods because sometimes you may let see, you may be, let's
say in a certain, a certain stage in
the design that you have something and
then you want to add to it some changes without
maybe knowing prior to that. That's what you want to reach. So kind of like designing
and changing your mind and then getting your ideas and then Implementing them. I'm gonna do actually they both. So here I'm going to
actually also make new layer called tremors Enter. I'm going to activate this one. I'm gonna move this up to
be under this one. Here. I'm going to now draw maybe
here I would say an ark. And so here let's say that
sensitive, for example, like since the board actually doesn't really matter
regarding the thickness, Let's say that I want the
round to be 5 cm, right? So there's an ark, right? And the distance from this corner to the point tangent to the park or to the
circle that's going to cut. The table is going to be
5 cm, for example, right? So I'm going to just make
click like build some lines. I'm going to, and since I
have here the smart track on, right, and I have
these naps on as well. If I click on the, if I
just hover over this, you can see that the
point becomes white. So now it kind of like Rhino's
remembering this point. I can kind of like snap
around it. If I want to. If I hover again over, then I take it out from the memory of Rhino
temporarily speaking. I can over again,
then I can keep it. So maybe I'm going to just like I'm gonna actually
draw a circle. Struggle not neuter line. And here it doesn't matter
like if I do project or not. Like where is my circle? Because I'm going to just Trim. I'm going to show you
what I mean. If I now build this circle, this is center of the circle. And I say that the radius, the distance from the center to these sides is going to be the rate
is not the diameter. This now the Daemon
set to diameter. I want the radius. I click on the radius
to change the radius, be equal to 5 cm. And since also have
the millimeters, then it's gonna be
equal to 50 mm. So 50, I typed 50 here
and I type enter. Alright, so now I
have this circle that has the radius of 5 cm. Then I'm going to, I'm going to now make a line. And we'll just hover over. One-third, Let's
see if it takes it. Image just click on this
one there as a triangle. And then here I'm going to
just move these circles. Move type here, move the circle's center
there, like that. So this is what I want. I want this round like this
without this edge, right? So I'm going out to build
again a line like that. And we'll try now to keep, doesn't really matter if
this is straight or not. It's fine like that. And we'll also do that. And I have this shape, right? I want to actually have
this part of the shape. I'm going to Control. Click on this one to
take it out then. Join. And now I what
I want to do now, so this is the open polyline. Now I want to trim this
circle using this line. So I'm going to type
Trim on a credit out. This one, I click on this. So basically when
I type Trim Enter, it says Select cutting objects. This is the cutting object. Space or enter, then select
object to trim this circle. And then I click on
space-bar or enter. And now I want to join this
one and this one together. If I select both and type Join
or just J space or Enter. Now I have to curves joined
into one open curve. If I go to the perspective
view for a moment, you see that it says Open,
it should be closed. And why I got this? Because while while I was
working here, it was Snapping. Sometimes the Top Side, sometimes do the bottom side. This may happen. That's why sometimes if, let's see, you
know that you want to everything to be placed. Planar is leaking on one plane, then you would need
activate the project. So that is going to project those geometries
on only one plane. But if you forgot
to turn this on, because it could happen. And you have these like this and like you want them to be
on the same plane, right? So either on the
top or the bottom Then what you would
you do? Don't want to just do it again. Then what you can do is
that in the top view, you can now say project
to see Plane like this. And then you say
delete input object. I'm going to say yes. You can see now it projected
itself to the bottom. And now this is now
a closed curve. It was previously an open
one because it's close. Now it's closed curve. They came close
because rejected. Now, that's how you can also project objects on
a certain plane. Now in this case,
you are just using the C plane like the main plane, but you may have less silica different planes
that when I see also soon how you can Making new
plane or specify a new plane, then work on that plane. Alright? So now what I wanna
do is I want to make a cut. So basically I want this shape to cut the table
only take this out, this part out, and then keep, leave this table with
this round, right? So if I do a Trim, I can do it Trim
with this curve. Then I'm going to have
this as an open edge. Let me show you if I click on
either this or I typed gem. So I'm gonna click on this one. Select cutting
objects like this. And I type space or enter. Then I say select
object to Trim, and I click on the table. That now in W, it looks
fine, That's what I want. But you can see that in 3D view you have
now this problem, like this is open, it's an open edges. Now, I can fix this, but why do I want to make a problem for myself and fix it? I could select these
edges like I can. For example. I could also fix the show
how we want to fix it. If you want it to
fix it, I could, for example, use dupe edge. So it's going to duplicate edge. And I can click in
3D here on this one. And that's fine without
click on the other one. So I'm going only have one, Extract one edge,
space-bar or enter. Now I can click on this
and select only the curve, not the Polysurface, the curve. And I can extrude
curve down like that. Then I have solved it. Now I just need to click on this and click on
the whole table and then I will type you can
join to join them together. Now I have a Closed
Polysurface at a selection. Of course, other edges are not yet done like the same way, but That's one way what this
is kind of like a long way. That's what I'm showing, what may happen
while designing and how you can solve things
that say while designing. Now, another way of
making this cleanly and quickly without having
to have an open edge. I'm going to undo
control Z, control Z, control Z before like you've edge and also before
the trimming. And what I want to
make out of this is a solid by in 3D extrude. So either I could also type extrude curve as I've
done previously. So I could hear type
extrude curve and I could this one or I can move this one up
with the control, holding the Control button. Or I could click on
this and click on this small ball or a sphere
and then I can extrude it. This is an open extrude
where it's going to export the curve without
closing it becoming a solid. I could either do
this and then click on this and then typed Cap to close it off because
these are flat Closed edges. That's one way. Or I could click on it and
then type extrude curve. And then here is say Solid Yes. Automatically then as you are
going to get the Solid Yes. So when you type extrude
curve here we have more, minimal, a much more options. So you can also say both
sides are no direction, the direction of the extrusion, if you want not to be
strictly in the z-direction. So many, many options. In this case, I want the solid, I want it to be a solid. Instead of just avoid using my another step
of capping could be an option or maybe ONE
also make it both sides. Why? Because because I want now when I say if
we do both sides, we have to know one. Sorry. Okay, That's good. I thought maybe it
wouldn't have, let's say, two mirrored solids. Why I want to science? Because since this
is at the bottom, if I do an extrude
without two sides, Let's say, say don't
and then Solid. Yes. I still need to move
slide this one slightly down because I want this to
be not flush with it, but slightly going farther
from the edge of it. Mulally, there's a
good practice in, while modelling and Rhino
because it's flush. You may, if I undo, if it's flush, you
may face some issues. Maybe sometimes Rhino
might not lead to understand exactly what
you want or it may not Apply the term correctly. So if I just move it
slightly like this to ensure that it's just passing through
all of the whole geometry, the whole part where
I want to trim. Now instead of trimming. Because if I Trim again, if I click on trim, select cutting
objects, I click on this solid and then
space or enter. Again, this one, extrusion, this recording object, then
select object to Trim, and then I click on the table. And I hide this one. I will still have
the same holds. So trimming will not
only always give me like open edge Polysurfaces
without closing that. So that's not what I
wanted Trim trimming. It's actually something
called BooleanDifference. If I go to this icon here
we have the Boolean union. That's like one of
the main functions. But if you click on
this drop-down arrow and you're Boolean union, BooleanDifference, Boolean
intersection, Boolean, Split, that's really have many operations that
deal with solids. I want to BooleanDifference. And what this does is that it's going to
main theme for me, the inner edge, if I go into here what it's
asking me to do. So select surface or
surface or Polysurface to subtract from this
one onus abstract. Actually this is still open. I'm going to undo it
exactly on ohmic. Bring this back to
the original state. Again going to
BooleanDifference. Select Surface or Polysurface
to subtract from. So not decoding one but this
one that want to subtract from space or enter, then select Surface or
positive to subtract width. I want to subtract with this
one Using this geometry. I want to keep it, I don't
want to delete inputs. I want to keep its
input equal to know. Click on this and
then space or Enter. And now if I Activity default and then I
turn off the tremors, now I have a clean let's say Trim or split
or whatever on a cut. Right? Without having to having this mess of having
open edge and trying to, needing to solve it
again, then model the, the, the opening, right? So that's one way, right? That's a quick way. So that's the difference
between trimming and Boolean, in this case, BooleanDifference. This is the part. So
now what I can do is that I can select this one
extrusion of the curve. I can type mirror and I
can go to the projected. I go, Oh, they're actually with the middle point because
here the middle point of this side is not anymore the actual middle point of the whole table because
this has been now cut. So what I will do is
that I'm gonna go to the bottom side and I will
click start off mirror plane. Now here it's either I
could while doing it, and then now I will activate ortho to have this
vertical ortho, or without doing it. If I click on Shift, holding it, then it's
going to do this. Click release. And then again, click on extrusion, extrusion
mirror again. Click on the
projected mid point. They're not this one because this one since
also the same thing, since this is now
the edge of it, it's going to think
that the middle bond is not there but slightly there. That's why I'm using
the other side that has not yet been cut
their memory again, if I go there, it's not going to find for
me the correct middle point. But this is where it's going to find three with great point. And then click with a copy. Yes. And then now I can go again to sorry,
while doing this. Okay. So these are
since this was still in the trend tremors, although this was now
we get the current one, but it kept them
inside of the tremors. It's important because sometimes you may, let's say while, let's say making an operation
that the ordinary you can geometry that it might then put it in the current layer, not like in the layer where like the original curve was
made and for example, so just be careful about that. Always like be careful
and be attentive to what you're doing and
where the objects are being put inside
of which layers. In any case. Now, I
will click on this. We'll click on this is not this one because
you've already done that. Actually not what I will actually go to
BooleanDifference. So select surfaces or
Polysurfaces to subtract from. It's this one, right? We still have now
these edges, right? This has been already
trimmed space. And then I'm gonna go click on this one and this one
and space are Enter. And then now I can activate me with the
table and turn this off. And now I have
these nicely around corps that are actually
close and that's one way. Let's, I'm taking time to
explain to you slowly what This means because are still new to it. But
this is one way. Later on, you're going
to be much more fast while working and knowing
exactly what we want to choose from the beginning so that
you can don't waste time, let's say on cleaning
the extra steps. Now that's one way.
Another way is to directly draw a rectangle
with round edges, right? Round corners, and then extrude it. Instead
of doing that. What I'm gonna do
actually is I'm going to because now it says
Top sharp corners but not anymore sharp corners. Right? I'm going to
look what I want to do. I'm going to undo, undo. I'm going to select these. I'm going to copy them. I'm going to just type
Control C, like this. Control-c, I can just copy them. I'm going to undo
these steps before I trimmed the table corners. So undo, undo before chiming, before even mirroring
and before even, let's say Modelling this. Alright, so now I
have this as a table, sharp corners because I want to show you these steps tremors. And then I'm going to now Based them instead of
the tombstone will now, because I copied them
than I did Undo. But it still remember is the copied objects
I'm going to now. And actually also the 3D
just to keep this as flat. And then I'm going to now based so it remembers them and
then it pasted them. Even when I undo some steps, then I'm going to click on
this and we'll right-click. And then here I will say
copy objects to layer. I want to Make a copy from
this layer to this layer. And I will now turn off
this one, the first one. And I will see here
top round corners, top trimmed or actually
Boolean difference. Corners like this. So don't understand like what we did or what was the step. And then here, so
this is now there. I'm going to double-click
on this, it's fine. Then I'm gonna do again, go to their Boolean
difference. On this. Click, click, click,
click, Enter or Spacebar. And now this is the top
BooleanDifference corners. So that's one way. Or we can say now, I want actually top rounded corners
rectangle as well. So that's what I
said as well as one of the Options. Go to top view. And here I will go to this, this rectangle, and
then I will say here, so I'm going to choose
the rounded rectangle. So first corner of
rectangle is gonna be the zeros 00, enter
other corner. So if I click, just hover over this one
and this one and I click. And then now it's asking me to. Now if I turn this off as it's asking me
to choose the radius, so radius or 0.4 rounded
corner to pass through. And we said that the
rate is gonna be here. Five frames, said like
previously this was the five. Then if I type 50, like this and enter or
space, it's matching it. Actually the
previously drawn one. And then with the
BooleanDifference. Then we said, what did we say? Let's say, let's
think that okay, maybe we thought to
what was the thickness? How can I find the thickness? How can find out what
was the thickness? I can use a distance
command distance. I will take project
off because if I keep it on and with the 3D, then it's not going to
find is going to always look projected point
to the C plane. I'm going to take this off now. I just don't know
this inferiority. Then it's 30, 30 mm. That was the thickness of the
table. Alright, thank you. So I just use distance to extract the distance
from other objects. I'm going to take this off. I'm going to now click
on this rectangle. Then I'm going to
now extrude it. Extrude. She like
when you say E XDR, like how Rhino's like trying
to guess what you want. Like exude Extract. Lot of different things. Extrude. See RV, Solid? Yes. Extrusion distance. I can now type it in
30 Enter or Spacebar. And now we have a nicely
clean table with round edges So no sharp edges
without needing to Trim and Boolean and
draw these tremors, write spending time on that. So now this comes with
experience when you know, like what are the functions available and what
you want to achieve, then you will make things
faster and faster. But I'm just showing you
these steps because in case you still say did something and they don't
want to change it later on. You want to change our mind. You want to keep
these like this. I want to add another Boolean, a credit or something. Just depends on what
you want to do, how you can do those things
along the way, okay? Alright. So this is an, again, this is just like one. Optionally just one way
of making the table top. It could be like a different thickness
Underneath it could be different thickness
altogether, not 13, not millimeters, but
maybe, I don't know, 10 mm tenths and like 1 cm maybe made out
of a metal plate. Can be whatever it can be. Here's showing you quickly how we can build
something like this. And with either primitives. So either with starting
with a box or with curves. You see now we started with the rectangular curve that has rounded corners and then
we'll extrude it, right? So this is another way. Now, once having
done this so far, now the exercise now, so now it's your turn now. And here I'm going to ask you
to design for this table. It's four legs. That can be like
maybe three legs. It can be I don't
know, just up to you, but please design for it. Forelegs, that's the Exercise. Two of the legs on one side, let's say, let's just, let's make kind of add
some constraints that the extra exercises,
let's say clearer. Let's say that the
left side legs will be made out of primitives. So made out of
something from here. So not necessarily a box, but maybe like a cylinder, maybe sphere, maybe cone, maybe a pipe or tube. You just choose. Just try to explore these
and then try to choose to primitives like one type of are two types of
primitives on this side. And please then
build on one corner. So one corner I want
corner two corners, two legs with primitives. And on the other side, please try to build a really similar shape to
those ones, but with curves. As we've seen here,
like with a table top, we did like a rectangle
with round edges. Maybe you want to
maybe as an example, if let's say the
leg on this side is a cylinder that you made with
this component for example. So I can top view, I can do it like
this, front view. And then this could
be like an example, really quick and simple example. Then maybe in the, on the other side then the
idea is that you would want to make a circle and
then extrude it. They don't want to also
extruded extrude curve and then I'll hear snap
to this like that. So both look exactly the same, but I want you to be familiar with the
different techniques of either drawing with
primitives or with circles. And then the following exercise. After that, I'm going
to show you how we can then kind of like trying to edit the shape of these based on some
other techniques. Alright, so now we're
going to undo these two. And then after that, your size, I'm going to do it myself. Try to hear Model two elements, two legs with primitives. And then on the other side, modeled something really
similar with these ones, but not with primitives
but based on curves. Alright? So also please, while doing with exercise, try to make correct sub-layers. So for example, have the table, and here I have the, the top sharp corners, etcetera. Now maybe you want to have
like a under this one. Maybe I'll also have
like I'm gonna say top and I will put actually all of these under the top like that. So I have a sub-layers inside of which there are these layers. And then I'm going to
make a new layer here with this one under the table. And then we call the legs. And then under that, then
you have now a new layer. Then you can call it
maybe Primitives first. And then you're
going to say here Curve Based, for example. Then we can activate the
primitives and then you can draw something and then you can activate the Curve Based
and then also can draw something else and then make
the operations necessary. Either extrusion or loft things. Would you just up to
you now to try to explore how you can
do that quickly. Alright, so let's give
ourselves maybe now, I would say 20 min, maybe 10 min on this side to draw something
with primitives, and then 10 min on this side to draw something with curves. Alright? So 20 min
and I'm going to be back with you and then
we'll also do something, Apply something kind of
like a solution that exercise so that you understand what one of the
possibilities would be to design those elements. Alright, so 20 min
14. Table 2 - Modeling Legs with Primitives SOLUTION: Alright, now let's start with
the first side on the left, and then let's try to Model
two legs with primitives. And I'll go to the top view. And I would like here, maybe for us as a kind of
like guiding geometry, I would like to keep things
aligned to each other. I'm going to hear at the
new layer and then call it guiding curves like that. And when I move it to the top, we'll activities one and
then among and maybe just maybe go again,
go from here. And then I will go,
let's say 100 mm, so 10 cm Enter and
then drag Shift Enter. I'm going to select the line. I will select this control
point. It will delete it. And I will select this
line and I will move it like this and then I'll scale it up so that this
is the center line, the guiding line on which
the geometries would be drawn on or girlfriend central line of the
geometries are going to also married alternatives
on the other side. And also I'm going to
rotate one of these, rotate this one. Let's see. I'll also make a line
from here, go down 100. That click on this, delete it. Click on this line so that we have intersection of these lines to be the center of the legs. Alright, I'm going to mirror
this one as well like that. So these are the guiding curves. Alright? Now I'm going
to go back and activity primitives here on
this left side. And I'm going first to
draw a queue, a box. Sorry. I'm gonna say, instead of now starting with
the first corner of base, I'm going to say
center, center of base. This one. Here.
I'm going to say, let's not make it
too complicated. Maybe like other corner of base. If I say 20. Okay, I'm going to undo, maybe i'm, I'm gonna say 40. Enter than 40 again, enters four, 4 cm. Then I'm gonna go to
double-click on this to turn on the other Views. And then I'm going
to maybe go buy, let's say 9,990 cm. You can see that it's going up. If I say -900. So it's gonna go down
and space-bar or enter. And you can see that now it's starting from the
top of the table. We can go to the right, to the front, alright view, we can move it down. Or what I can do here. So I want to maintain the well here, the
different things. Either I could say
the distance from the top of the table
to the bottom, to the ground is 90 order the
only the height is nothing. Now, if I say that the distance from the top of the table
to the ground is 90. I can, in this case
use a scale 1D. So scale 1D start
from this side. And here I want to make
sure that it's project on. So I don't want it to say select points in different planes. I'll click on the one of
the corners and select the other one that is to decide not this
one but this one. Click and click. And now I just scaled it from
that height to this height. Okay? And now if I type this, this does just to
double-check distance. From here to there. It's 900 mm or
centimeters. Okay. No to perspective. So that could be one leg. What I can do here as
it can inflict further, let's say additions
to the design. If I wanted to say the leg
to not look like this, just like a straight
leg leg, straight box. But maybe like either the bottom side or the Top Side to be different
in terms of the size. So for example, what I
can do is I can either, well, if I say here, move, I want to move this edge. I can either, for example, like Type move edge. And I can click on
this one, for example The top view with the project
on an icon, for example. Now, move it like this. For example. I just did
this move like that. That could be one way. Or I can Control
Shift and click. While pressing on
Control Shift and click. You can now select an edge. If I don't do this, if I
just clicked like this, that typing anything is going to only select the whole geometry. But if I click on Control Shift, click, then I can
select this edge. If I hover my mouse to this coordinate
Control Shift click, I can select the vertex,
the point there. And here because this
is the intersection of many other geometries
is going to, you're asking me, you
mean the vertex or maybe do you mean this
edge or that edge? Or this edge or this phase extrusions surface
or this Surface, etcetera. Also with the control, the control shift is the
kind of like a shortcut to select sub elements
of Polysurfaces. Now remember, this
is for Polysurface. This is a Polysurface. If you have a sphere, a sphere as a surface,
not a Polysurface. So you cannot say
select IsoCurves from that sphere using the Control Shift
to remember this. If I'm going to also quickly
just as a proof of concept, if I make a sphere, a quick sphere, and I type Control Shift,
it doesn't work. It can actually select the
same for the starting edge. They starting curve
of the sphere, that's it, but it cannot, it cannot let say,
select this one or this one because these
are IsoCurves, right? So that's because
it's a one surface. I'm going to delete this one.
So they control shift is to click sub-elements
of Polysurfaces. Okay? So that's one
way of doing that. Maybe I want let say two also, let's see, move this one. So I Control Shift
click, and then, then here I will say I
will specify a movement of maybe 1 cm or 10 mm for example. That could be one option. One possibility. Maybe I can also, let's say click on Control Shift and click on
this face, this surface. I can also move it around. I can even extrude it. I can click and click on
Control to extrude it, to add the new part of it. Or I can click on
Control Shift phase, and then I can click on this small ball and I
can extrude it as well. Depends on what I wanna do. Maybe like the bottom of the table might
have like some sort of get bad or something that is straight and not
following this. Let's say this line. So it could be an option
or it could be something, undo this one. So
just free to know. Control Shift is a quick way of selecting sub elements inside of Polysurfaces either would
they be surfaces or edges, or vertices like
coronary points. Okay? So that's how we using, by the way, this is
still a primitive. So we started with a primitive. That's the first
technique, right? If you started
with the primitive and we reach this result. And of course, because
I moved this one, then it's not like a
Central but it's fine. Sean, I let you know what I did, how I can make it
maybe it can account. So let's say Georgia Tech
that and I can also move it. Then, for example or more. It will move the other one more. Let's see. Was it for it? Maybe 20 or just any,
any, any number. But the main idea is
that I can do that and we can get this. People also wanted to say to
move this one to the n-side. So here I would say minus N, and then you would say
click on this one also. And then here I'm
just going to say actually ten because it's gonna go this direction
to the inside. So even in this, in this view is kinda
like pointing right, tapering to the
inside there, right? As well. At this,
we, for example, could be one option, right? It doesn't need it to be
like the final redesign, but fully understand
what we're doing here. Okay, So the other
primitive would be, for example here as Justin
playing around with this one, use a cylinder base of cylinder. And then here I can
maybe like just without specifying any radius
length and shouldn't know, we're going to click
and go to front. And again, I will hear have
the project on our, on this. And again also, I will okay. So here started directly there. See yes. Why did that? Because
we had this table. The bottom of it
is the XY plane. In any case. So now
we have a cylinder. So just another primitive. Again, I can also click on
Control Shift and for example, choose this one and then
I can now scale it. Either one D like this,
could be an option. Or with a 2D by
clicking on this scale. And then with the Shift, I click on the shift just to maintain the scaling
two directions. So this is also one
way of doing it. Now, let's look at how
we can build these. But based on curves
15. Table 3 - Modeling Legs with Curve Based SOLUTION: Now let's start with the first leg here that is
based on a rectangular shape. I'll go to the top view, and here I will
draw a rectangle. Now, I'm not going
to let say exactly Draw the same shape there, but something similar,
but based on curves. So I can hear, for example, now click on center. Like also like can, I can specify exactly
what would be the dimensions of these sides? Also, I can hear,
as you can see, part of the option
to use rounded. So I can click and also give
it a small round, right? So that also one option. While it's enlisted,
let's actually do this. I do this now. That's
the first one. Perspective. So this
now strong there. I'm going to go to
the front view. I'm going to copy. I will activate ortho
and then I will hear type 900 enter or space. This is because it's coming from the bottom actually of it. So it's not 3D top. I'm going to actually go
coffee, not non-Hodgkin. I'm going to actually
just click and drag. And I will try to
just snap to one of the bottom sides of the
other geometries and click. So now I have made a copy that is at the same level
of one of these. Now, here, I can, for example, weekly loft, both actually I could
have maybe exuded. So one way is if I say now, I'm going to
actually hear Making another lichen sub-layers
and say Extrude, just to show you
the differences. So extrude, I'm going
to extrude curve like that without project tick it off because you see if I
keep it on and I click on, this is going to
project to the C plane. Take it off. That's one option which I also, I can now for example, Control Shift and
drag like this. And then I can now scale
these like that, right? I can do that. That
can be one option. I want to keep it as extra like that without changing anything. And I'm going to make a
new layer, call it loft. I'm going to take this off. We'll keep so we still have these curves that are
part of the Curve Based. And then I'm going
to now make a loft. So type loft. So select curves to loft. Here's important
to use to select the curves formed
with the same side. So if let's say I select
the square from this side, and I have to also select the
square from the same side. And I click in here strongly is going to loft
to curves like that. This, Okay? It's similar to the extrude
because I did not have, let's see, in the middle, like say more profiles. So let's actually make
something slightly more interesting than
this one to undo. I'm going to go to
the front view. I'm going to actually I'm make it curve
as a guiding curve. And I will take off
the Vf at the ortho. Like that. Let's worse, this coin, this is going there. Okay, also like you
see like it because I've not used project. It snapped there and then
end up Snapping there. That's not the best practice about I'm going to undo this. Go to front again. I will actually use in the table so I can
see both curves. And I'll again draw
this will project and I will that like this. Now, this is because this is and predicting
this in this plane. These are in that plane. I can, now, for example,
move it, it's fine. I can move this one
without the project. The middle, right there. Okay, so I have now this curve and what I will do
here as a series of copies, I'm going to click on Copy Be there and then copy there. And then what I
want, for example, from this, remember, this is based on the
rectangle, right? But since we use the
rounded rectangle alone, we have this slight
different shape. I'm going to scale perspective, um, and I moved to scale. This is so it looks like also
these were, the top view. Will just move this one. So both of them are going
to deselect, select, and move like that
so that they are, well, this one actually minus one there from
middle point there, and this one from 0.2 there. Like that. Okay?
Then now I want to, let's say, scale these
down progressively. So maybe I'll zoom scale 2D. From this. There will do that first scale. The second one there More, and then the last one even more. That then now I will do a loft. I'm going 123,
zoom in more five. You see that these points
look slightly different if I, and it's not, let's say in this same orientation
with the same direction. If I just do, if I
continue like this, I'm going to have
lucky not a correct or proper loved that
say I will undo this. I will again type loft. So I'm going to type,
click on this one, this side, on this side, and on this side. And then they can see this. Then I can click on
this, change this there. Click and drag. And also
I will change this point. They're like it's matching. All have the same matching
arrows and points like that. This is really important for
the loft space or Enter. Now I have a nice proper loft. Okay? Based on the rounded rectangle. Here, we have different options. Once you hit space are entered, then you have either the
normal style or loose, or tight, or straight sections. So different design
options or uniform. I will keep it now to normal. Here. You can also
say Closed loft, if you are, let's say, or lofting something
around another thing and then wanted to
just close around. Split dangerous like evil, let's say More Options now and keep this as
with the normal. I will say, okay, this
is a loft, right? Of these profile curves. Okay? Also I can use something
called sweep because this is also since we
have the guiding curve, we can also sweep them together. So sweep like this. When I double-click on this,
I'm going to hide these. And I'm going also to
type sweep one, not to. Hero has asked me
to select a real. Then without typing anything, without typing enter or
space is going to ask you, after selecting this directly,
select sweep shapes. And I'm going to
second is an order on 234 spacebar render as well. You can see here now the
direction of each profile curve. Now they look fine. I'm going
to click on space or Enter. And again we see we
have like They're also really similar form
also in this case here, both look similar because they are following
the same path. Basically. I'm going to
here show again the loft. So this is loft sweep. Can, you can see that here because of the difference
of the commands that, for example, this trip generated more IsoCurves than the loft. If I double-click on this
and then she, the loft, it has less IsoCurves
and different direction than the sweep, right? So it just depends, Rhino that shrunk to compute these
shapes and trying to guess, rank to think what is
the best way possible to generate this
form based on what? With curves or geometry. If I double-click on
the loft activity, I'm gonna now turn
off the sweep. I can click on this
since it has both parts Closed Curves and flat. I can now type Cap to
cap it to give it. So now I have it
Closed Polysurface. Closed Polysurface or from the properties Closed
Solid Polysurface. Again on the Zoom and
double-click and then of the loft also going to click on this and then say
Cap also to close it. Now, one thing that is interesting in Rhino
is that if let's say you are lost with the command and you're not sure
how to do things. Or let's say how to make loft, maybe forgot what are the steps. You can always go to this help. And you can hear
type, for example, loft, Enter or Spacebar. And it looks like you're evidentiary connection problem
and I'm going to solve it. So if I now click again
on this and I type. Okay, so my connection
was back online. And so you have to have interconnection to
use this, help them. And then there's
going to connect with the server off Rhino. And then here, when
you type any command, then it's going to
show you okay loft, where you can get it from. So from there and then you
can hear history enabled such row like if you want to say to use shapes that can be, let's say, affected later
on with the curves. And then you have like say like interesting short unit tutorials shown you how you can make shapes with loft. In this case. As I've done previously, like when I move the
points around to make them correct and then
generate a proper loft. Then he let's say, like if
you want to say to have a loft between curves
and a point as well, I would that be done. So like also these
are the options. So strength explicitly, more
explanatory section here, let's say a line curves, let's say to cross section. Lofting of these curves. Developable loft for
example as well. So a lot of details, let's say ago and in type
their sweep for example. Sweep one. Again. It shows
you a quick example. Is we would look like
how it would work. This is kinda similar to
what we have done here. Different options, etcetera. So allows for that is
shaped organ to also see later on Sweep do what? We can use that etcetera. Okay, going back
to the Layer tab. So this is the first
leg using curves. Now let's design the second one. Again, you think
are using curves. I'm going to give
actually top off. And I'm going to go
to the top view. And then here I'm
going to now draw. Actually let's just change
the limit from the circle to a C to a ellipse. Actually see when I did
this sometimes let's say if you want to keep working with a lot of different functions
from one sub tab, you can click and then slide it to have it like always there. Sometimes I use that
with the Boolean, like I have multiple Boolean
operations coming up, let's say in the project. Then instead of like always
going to click and then click and click and then changing them than actually saying slide. So click on this
drop-down arrow, then click on this top there, and then slide it out to make it part of your
viewport, for example. Can also say bring it there or make it part of
their or something. I can just keep it there
and then when I'm done, I can just take it out and I can bring it back end if
we wanted to, cetera. Anyway. So let's, I want
to now make a lips. So from center, this right,
something like that. And then I'm going to
go to the front view. This is my ellipse
there. Let me check. Yes, that's the
only one selected. Okay. That's also saved it. I'm going to take
it out Control. Click to take it out, Shift to add it, to control, to take it out front. And then What I'm going to do now here
is to actually use a sweep. But in this case I'm gonna do a sweep to what the sweep on. So this was the sweep one. Make now is to, for the sweep to what
is interesting is that it's going to base the sweep, the form shaping based on
two rails, not one real. For the three-point,
we used only one real. And we could have used either one or more profile
curves for this week two, we can use actually two
rails and one profile curve. So I'm going out to
actually this is there, I'm going to make it
just bring it bring it down by -30, Enter or Spacebar. And I'm going to
turn off this sweep. And these are part
of the Curve Based. I'm going to put
them in this way, one or actually this also like we're used
for the loft, right? So I'm going to maybe
make a new layer, call it profile
curves like that. And they're turn this off. Let's see. And sweep. This was part of the
sweep one, right? We'll put it in sweep to
change objects, right? Profile. Sweep one,
right, exactly. That's what I want front. Now. What I will do is I will build with the project now and then I'll can
move it later on. I will again make something
like this sum over that one. This one did the bottom. Like this. That's the
first curve space. Then I will here
select the other edge. And this also use this one to do that. This something like this. Actually let me make just
to make it a little bit. Because we have seen like
how like a kind of like irregularly scaled down shape would look like if I do
this for him for a moment, just to just that to see what
would happen if we do that. There's to test it out and
see what would happen. Because we don't want to
see just to make things now like look incorrect. But maybe another project that's what I want
to have, right? Thing is that one, just show you what are the possibilities. I'm going to now. I
know that these are not now unlike aligned. I'm going to Select, go to top view, and then I will move. Now I am align them
with this one. Alright? Now, if I
now activate or, and now I typed sweep two, it's going to say here,
select first trail. This one, select
secondary without hitting any space-bar
or enter second. And again here, select
sweep shapes, right? Or point. So people
often multiple shapes. If I click on this
now and I say Now, press Enter when done or space. Drag. Same point. If I wanted to drag it or change
it, it's fine. We're going to show
me these options for this week to real options don't change cross-section or
change it, etcetera. It depends on different options. Now for now I'm going
to just keep it standard as we have
it. You're welcome. Letter out to test these and
play with these lecture on. There are many, many
different things. Again, even while doing it, I did not say click on
flip or automatic or natural or all of these
options like always pop up. You don't always
need to change them. Sometimes it works with
what you wanna do, like the normal
standard Options. Sometimes you want to go and dig Per there and then
try to check this out. But for now, I just want
to show you the sweep to this cross or this
profile curve with these two rails that are not parallel or quote-unquote
like gently scaled down, but there are more different. And then say, okay.
And you can see now we have the sweep to enlist. Interesting thing about
it is they're gonna, is gonna sweep a shape
along two rails, right? Based on these two rails. And now since I know that
these and this one, this one, these parts are flat, I can Cap them Cap and
then it's not a closed. So this is just again, trying to show you the possibilities, the options in Rhino, how you can make
shapes like that. I know this crazy. As a table leg, I know that. But that's for the sake of
the exercise and the project. To know the possibilities. Can bring back the table top. You can see now it's
this and then I have the extrusions there, the normal one over
the loft, right? Or the sweep one again. These are, let's say this is our first project slash exercise where I am building something, explaining to you how to do it. And then up to you now
to continue on these, I hope that you didn't
face any issues. And it's terrible to face issues is totally normal to
face some obstacles, some problems sometimes
doesn't really work with you. It's okay, That's part of the
learning journey in Rhino. But always remember
that Rhino is really helpful tool to learn
it and to work with it. You can always go to the
help more if you want it, then type in what
I want to type, maybe sweep to, let's
say in this case, and maybe like you miss
something about sweep to already get it in TypeScript do then you're going to see different options
and different ways and techniques and
methods and tips here. More detailed you can read
through and then check out these small video tutorials. And it's really helpful, right? So going back to the Layer tab. And that's it for
this first project.
16. Table 4 - Modeling U Shaped Legs: Now one additional
design concept regarding the table legs that I would like to model and show you also
how to model it in 3D. In addition to what
we have done so far, is let's say if we have
like a you profile Shaped Legs that organic connected together
under the tabletop. How we can actually do that.
I'm going to now here. I these, as well as these ones on keeping
the table top there. I'll go to the right view. And I will here. This is also based on curves
and also make a new layer. And I'll say you Shaped. I will activate this 1.4. Now, I'm going to just
now draw polylines. Now, it doesn't
really matter now, exactly like if there
are centered not. But the idea is that stress show you how we
can do it like this. I'm going to click
with your project on. Because otherwise, actually
if I go to the right, again, just open up
the other Viewports. Show what I mean if I don't have the
project on what would happen if I take this
off and I tried to. You see, on the
Pre-R&D perspective what is happening now it's
trying to guess what, what it wants to snap to. If I do this right to that, Maybe sometimes I might even
start with the other side. Depends on you see, so and then go back up, down. So that's why using their
project on is helpful. So again, I'm going
to click on Escape. Then we'll click
again on polyline. Project on click. Now I'm guaranteeing that it's projecting to the xy-plane. Will also do that. That's okay. It looks like in poison
centers I can like even let's say here, I can move. Click, Remove the
other one there. But again, there's not
like super important. The important thing
is now to show you what want to do with it. I will turn off the
top altogether. I will add the fill
IT corner there. If I type fill it. Let's for the curves. Here, it's telling me that
the radius set to 50, maybe that's what
I want to have. Click and click. Again. Select first curve
for the same curve. Basically, even though
like to even epilepsy, you can connect to curves
together with a full it. But if it's one curve, we can click on one
segment, another segment. Part of the polyline curve then is going to fill
it to the corner. Okay? Now I'm going to offset. Simple offset Knots
differs offset. And I will choose instance
maybe off 20, so 2 cm. Click and click to the
inside, like that. Alright. And then I want now
to close it off. I'm going to make it line
between this one and this one. I will either select
the three of these. So one, Shift and click
this one or this one, and then or do this. And then join. And then
I will also type close, see RV close, spacebar enter. Or I could have built
this one and then also built this one and then select
all of them and then join. And so they make a
Closed Polysurface. So it's absolutely up to you
to overflow which are doing, I'm assuming here like
two options anyway. So the idea is that I want, now, I want this to
be on the other side. Move to the front view, move it somewhere in there. It's okay. And I wanted to so here are the
different ways. Either I would extrude
this and then I will cut it with some
additional curves, Trim it. And maybe it's like
a standard way or I could rotate this and then do the extrusion out to
what what we can have. So if let's say I
do an extrusion, like I'm going to
collect and click on Control to extrude it
like that for now. Okay, That's extruded. And then here I
will make selected, you'll hear called tremors. And I will activate this one. Then I will draw a line
maybe from here to here. And I will copy. Actually first I will make
it just extend Moore's. I'm going to scale 2D or one D, both work. On this case. I'm going to click on
anywhere on the line, click and click
anywhere along it, and then there's
the extended of it. But that copy it Like this maybe. And then I will now
move point like that so that it's going to have like going to turnout,
Trim this shape. And will leave out this one that is pointing like
one's going down, It's like scaled down as well. Then I'm going to Trim. So select both cutting
objects. Object to trim. This one, this one like that. And now I can click on
this and it can cap it. So now it's a closed
poly Surface like that. So that's one way of
doing it like that. U-shaped leg for the table. So that's U-shaped
by U-shaped one. I'm going to make AU Shaped too. And I'm going to extract
this initial curve. I'm going to copy it there, Copy object to layer. And here I will not do these. I'm not going to use these ones. So activities one here, what I'm gonna do is I'm
going to rotate this. So if I rotation,
rotate, type, rotate, and did not actually
use the gimbal, because if I use the
gimbal is going to rotate it based on its center
point, like that. But I want the, I want these maybe
to stay there. Maybe I want to have a gap. We can move this
later on downwards, but I want to sort
it from the top. So I'm going to select
and then type rotate, and then I'm going
to hear determine the center of
rotation to be there. Okay? And then here I'm going to click and click like that. For example, I maintained
the edge there, and this was the
axis of rotation. Now I want to extrude it. Now if I do an extrude curve, you see it's going to
extrude normal to the curve. Now, I can change the
direction of extrusion. I can go here and
click on direction. And I can now specify direction. I can click and click with the shift to maintain
this direction. And then now, once releasing, I can now extrude it, although it's not in this plane, this plane like this, it's in a diagonal plane, but now we're going to
shoot it in this direction. Still. I can do this,
maybe like that. And now what I can
do as a final step, I can Control Shift
and select this edge. Control Shift, select this edge. And then in this view
again, that depends. I can now move it like that. Move these ones just to make this kind of feel that
it's pointing down like that. You can see that since I moved only these ones
that stayed the same, like the thickness of
the state the same and maybe this part of
the design, maybe not. Maybe then have to trim
this part as we've done with U-shaped one where we just trimmed it
like all the way. It depends on your workflow and your design intention
and your concept. Just want to show you
like these two techniques of designing such a shape. Now, if you see this
prior like this, you'd say, Oh, how did
they do it? How did model? It looks like a bit challenging. It's not really straight. It's all in the diagonal. It's not like orthogonal. It's not like in any work plane or simply and it's not like
perpendicular or let's say in relation to the bottom side or one of the orthogonal planes not
let's say following those, But actually we start from an orthogonal plane and then we'd rotate, we'll
do some rotations. And then we did, we
do some extrusions, we change, we just move around some edges and
then we get this resolved. Okay, I can now add these
back again if I wanted to. Well, it looks like this
is too small to this, these ones, I can go
back to the front view. I can now click Shift and select these ones and I
can move them down. Yeah, exactly. You can, again click Shift
and I can move exactly two. Patch with these. Wait a bit Computing. Alright, even there I can Control Shift and
click to select only these edges and
account do that as well as small kind of like a
surgical change there. It's taking some time to
compute the shapes. Alright? You see what? Because like we started
with have all selected, move these ones as well, like to match them with this. And that's why when
we did this and not moving these ones as
well, the internal ones. So I'm meaning these ones, That's why you are getting this weird shape
this would result. And that's why I
like it. Took Rhino some time to think about
it and then compute it. Maybe we need like before
doing this change this, let's say have the Curve, the profile to the bottom
and then do the changes. That's why I'm going to
now undo these ones. Just to avoid confusion. Let's keep these as they are. And it is said to
be working table exactly what this does for you
to understand that if want to say make this shape, we can do it like this way. And in the beginning
maybe I have, I had to start with the side, Let's see, started
matching my mind. It's okay. Yeah. So that's
basically how we can do this kind of like also like a different type of table legs based on these two techniques
either let's say start, I'm gonna, you know,
with this other leg, Start with us and then
with tumors like that. Or and you can see this now. It ensures this Trim, this straight face or surface
of this leg all the way. Or we can do it with this
rotation than extrusions, then we can change those
17. Vase 1 - Using a sphere as a starting point: Alright, now let's
try to see how we can design a vase together Using a sphere as
a starting point. Here as well. We're going
do it like by steps. So first to make some steps. And then you're going to try to imitate me and do the same. B replied to a ellipsoid, and then we go
forward like that. So first I want to
make now a new layer. I'm going to call it
here sphere, right? That's like as a basic, this is the origin of the vase. I'm going to go to the solids there and then I'm
going to click on a sphere. I'm going to click there
and then I'm going to just watch like the distance from the point going
there this way, this direction I'm
going to see here that this distance actually, so if I can, if I move like this,
and then I see, Okay, Like roughly
like the radius, roughly of the sphere
would be like round. I would say like 50 mm. So it's gonna be around
300 or 30 cm in diameter, which is more or less like a I worked in size
although there's not, I mean, very, very important, but because I want
to, in the end, like place it on the table that we multiplied together
and then place different things on
that and then tried to render them together is I just want to make them kind of like a more or less like a
proper size in any case. So let's click there. And I see only now with
the IsoCurves of this, I don't see the surface because it's set wireframe
going to click on this and then right-click
on this to turn everything goes to zoom out. So I can zoom extent soon. Ease. Enter, enter. Alright, so that's
now our sphere. I would need. If I
click on this and I click on the points on, I only have these for now. I will have to rebuild it first. I will rebuild it. Degree of three and
point can't 10.10. Okay, That's fine. No, don't want to
add too many points. Because then applying
a general change the shape might be
a bit difficult, but then just adding
few more points, then I can now start to
mess with it if you want. So for example, I can now
select these ones and ankle to this viewer can
move this up, for example, maybe, maybe I want to, let's say, select only these. But I'm afraid of not
selecting these ones. Well, so I can, for example, like do this, select. And I can control and make another window to deselect these ones have to
be like one option, like controlling click on
this one could be one option. Or I can go to the select Tab and I can click on this one, the last row points. And here I can just
draw Lasso like that. And then it's going to select
whatever is inside of that. For example. I can do this, maybe can select these ones
and I can move them up. Maybe for the vase, I want the bottom side. Maybe all of these, right, to have the same height, the same Z, right? To make the bottom
more or less flat, not totally flat, but
more or less flat. On which are with which the Vase would then set and
not kind of like, realistically speaking,
like not to fall. Right? And so that's where what I can do
is that I can select these points and I can now type your set point with
BT not be empty. If I type B and T, I will not find the command. It said point with only B and T. And I can click on this one or I
can type Enter or Space. And then here I can
now take off set X set why I only want to set the Z for all of these
bonds to be the same Z. Now click on Okay,
I'll keep these. Now. This ad is as it is,
I'm going to click on Okay. Then now it says your
location, four points. I'm going to first
take off the project. And I will now click on any of the points to
say to give them. Maybe, yeah, maybe there. Or I can type in and I can
either type it in here, or I can click choose
any of the points of which the Z would
be applied to all of the selected points. So if I now click, you see now I just gave
all of these points. They're the same Z like that. Maybe I would like to
actually select these. Top view will be scale. That Couldn't be like to select
maybe with a Lasso again, once and then move
them like this. It's like a it's an
irregular shape. Vase. So just trying to mess around with
this shape, right? You can go forward and then
mess with it more if you want to actually stretch. So when I type Stretch, click to give it more, kind of like a more height. You see that now it
gave it more IsoCurves. If I turn on the points on, you can see that now I
have many more points. So maybe that is not the best thing to do
here. I'm going to undo. And instead of stretching, I'm going to turn on
the points and I will just select this one
then move them up. Instead of stretching
the phase altogether upwards so that I can
maintain the cloud of points. Alright. I will also
maybe move these up more, these up more like that. So could be a way. Now this is the volume, okay? We need to also add some cuts and like give
it a shell thickness. But for now, this
is the first step. And now please, I
would also like you to do something similar, okay, but applied
to a ellipsoid. So I'm going to
make a new layer. I'm going to take
a look like that. And here, double-click
on this one. Then here you just need
to go to the, this one, the box symbol, and then click on this
ellipsoid from center. So you start the same way. So you first define the
first acts diameter. That's too big, that like
that, and like that. And then you have to
again rebuild it. So these steps to build it. And then turn on the points and then tried to play
with the points, move them around to reach a shape that
you let suitable to. Keep in mind that we need to
make a cut sun to the Vase, maybe from the top
side and then give it some thicknesses and work
with it following steps. Alright, so there's also
an interactive project. I'm doing some steps. I'm showing you what I've done. Now it's your turn
to try to apply the same steps on your screen. So please less maybe
give ourselves five to 10 min to
try to shape a vase. This is first the original
shape, the base shape, and then I'm gonna
take it on forward and then apply more sculpting to it. Alright? So 10 min. Alright, I hope that
you have already Shaped the ellipsoid in a certain
way that you like. I'm going to actually
rename this as exercise. I'm not going to do it again. I've already done
it for the sphere, but it's basically
the same thing. Again. Since these are surfaces, we cannot let say, move the IsoCurves like iconoclastic, grab
the mechanical, say click on Control Shift and
click on the other curves. I'm going to select
the whole shape. I can select the same curve. But that's the only curve in this surface or
in this surface. If I click on Control, click maybe where is it? Start to find it
out. That's, it. Looks slightly thicker the
other IsoCurves, alright? This is the starting with the same curve of the
ellipsoid. Alright? Anyway, I'm going
to double-click on this one and then I
will turn this off. Now, what do we
want to apply to? This is first a cut-over. Let's look at the opening to it. A vase like usually
as late as like an opening and then you can
put in place inside of it, either flowers or water inside or whatever you
want to put inside there, just like the declarative shape. So let's then here Making
new layer called Chalmers. I will look at this
one. I'm going to the front view and I'm
going out to draw a curve, console point
curve. And I click. I want it to be, let's
say flat on one planes. I'm going to turn
on the project. And I'm going to
now to this like, like like this, click and
release space or enter I will also have just this like that control points, right? So something like this. Now, I want to show you the
difference between trimming. So that's trimming,
splitting and the Boolean commands which
we've seen previously, the BooleanDifference
with a table. But now also like, it's a good way as well
to see it again here. If I want, let's say to trim
any shape with a curve. The best way to do it is to be any 2D view like in this
case the front view. I'm seeing now the shape
and the curve like that. It could be, the curve could be maybe also in front of it. So I can select the curve, can move it in front
of it, away from it. It could be like your wave
from it but in front of it or behind it. But it doesn't need
to be touching it. If I'm interested in the 3D
view, that will be a problem. So let me show you. I'm going, this sphere will also
call it so sphere. We're actually sphere
vase. Original. This one I make now
right-click and then I'm going to
make a new layer. And I'll also copy the content of this layer inside
the new layers. So I'm going to click on
Duplicate Layer and all objects. Click on this one. I'm
going to move this down. And then here I'm
going to call it serum than vase trimmed. I'm going to turn off
this first layer, lock it in case
just as guaranteed not to mess it up. Mess with it. Okay. Now, let's check out what
are the different effects of trimming or splitting or BooleanDifference
sing with this curve. If I click on Trim. So it's asking me here,
select cutting objects. I'm not going to now
change any of these. I'm going to click on
this object, this curve. Press Enter and done. I don't have other objects to
trim only this one, so I'm going to press Enter
or Spacebar. Be careful. I'm always working in
the front viewport, not in the other Viewports.
Then I'm going to now. So here it says select, object to trim, select
pressing, Shift to extend. I'm going only
click on this side. I want to trim this part
wave from this main part. So I click on this side. It cuts it off like that. You can see that now in 3D, I have this opening in the vase. I'm going to say click on space or enter and
I'm, I'm done cutting. It's like a nice gut
following the curve. I can undo and I can see, I can also trim. Let's say from other
side I can click, click and then click determines
that from the other side. So that is also an option. But I don't want to do that
on a drum this one away. Alright, so let's from it again. I'm going to trim, Trim. Alright, so that's trimming. Now what about splitting? If I do again here, this vase trimmed, I'm
going to right-click. And then also I'm gonna
do duplicate there and objects or move it down. I will turn it on and unlock it. I will turn this off and I
will say here, vase Split. And if I use the
same curve as well, and instead of clicking on Trim, I'm going to click on Split. So if I click on Split and
as, as you're asked me, select objects to split, the object to split
is this object. And then I'm going to
here, it's going to hear me now Select cutting objects. We see the order of
which are the elements, like to choose different the trimming it first
asked me for decoding object Y here is asking me for the object to split and
then the cutting objects. Now I click on this one
and I type space or Enter. You see it did not take
out any of these parts. It kept them, but now I have
a split. These are Split. I can if you want, maybe I want to keep
this maybe like the lead or a like an
opening or something. I want to have is
Split. I want to separate them from each other, but I want to keep both of them. So this could be also like
an option or a possibility. So that's what is the difference
between Trim and split. Okay, so that's Split. I'm going to keep them
like this actually. And also now I'm going
to also do the same. I'm going to
right-click and then duplicate layer and objects will move this down and then
we'll call this now vase. Boolean. Difference will
double-click on this, will turn this off. Now, if I want to make a BooleanDifference
operation on this vase here. Let's see what can
we do with it? How can we do it? Now with the Boolean
difference operation here? The interesting thing
is that we're not going to be left out with an opening, like with an open part, but it Closed one. So if I try now to apply
the BooleanDifference, BooleanDifference to
click on this one, it needs to surfaces or
Polysurfaces and not a curve. Let's try first with this
one and see what happens. So sex surfaces or
Polysurfaces to subtract from. So it's gotta be this
one, space or enter. If I was going to ask me if to select Surface or
Polysurfaces to subsidize. If I click on this,
it will not work. If I Stretch, not work. So this must be a Surface
order Polysurface. Now, usually,
usually I would make this as a Closed Polysurface. I'm going to extrude
this in this direction. Make sure that it's going beyond the shape and not
exactly at, at the edge. And then if we try first
with this surface, but before making a solid
surface, solid Polysurface. If I try it again,
Let's see what happens. To subtract from. It's gonna
be this one, space or enter. If I click on this,
Let's see what we get. Okay, so now it
cut out this side. The thing is that we
said that delete, Yes. So again, if I try it
again, spatial enter, if I type them, it's going to repeat
the operation. So BooleanDifference again. Click on this one.
Input set to no. Maybe because I
selected it from there. If I select it from there. Click. Okay, again, it's
cutting from there. So that's why it's
better to here to make a solid Polysurface to
just control better. The Boolean thing is that
even when you look at it, this as in open, like a closed surface is like click on this is going to have the
Closed Polysurface. It nicely gave. This part is Surface. I'm going to undo this again. And now I will click
on this surface. I'm going to extrude. So move like this
with the control. I can extrude now to
make a solid out of it. Okay? So that's now a solid. And because I have this current, that's why this game
inside of this layer, this one I have one. Just move it to the trend, to the tremors Layer, right-click change object layer. So these are the tumors which
include the initial curve. And then this Polysurface. Alright? Now, when I click again
on BooleanDifference, and I want to subtract from
this object space or Enter. And now I click on this
and I say the heat input, no, yes, space or Enter. Now, it did what I wanted to do. I'm gonna hide this and you see that now
we have this gut. We don't want to have
this surface there, but it's only Fourier as
information that if you want to make a cut and have the cut, the cut site to be closed, then you would need to
use a Boolean difference. If you want, if we
change our mind after that and you want
to make it open, you can click on the
object again, explore it. You can click on this,
you can remove it. And then you can have this. If this was made out of
several other surfaces, then you can select all of them and then you can join them. But we only have one surface, so one open surface if that
was the intention. Otherwise. Again, that's important
to know because sometimes if if you make like a straight cut,
so for example, if I if I make a straight line, That's my line and I want
to trim according objects. Like I trimmed it. You know, that there
Trim will give us open surfaces like open
Polysurface or surfaces. I can still kept this. I can want to close it. I can cap it so selected
and then cap it. I can close it. But if this was made with a
curve, I cannot cap it. When I delete this
one. I'm going to add this after exploring it. If I click on this and
I tried to cap it, it doesn't Cap unable to Cap one object that
that's the semester. Do we get the openings did not have Closed planar
loops of edges. That's why if you have
a non-linear cut or non-linear cutting
shape and you want to maintain that cutting
interface to be closed. Then the best way to do with this, to use BooleanDifference. That's the main thing I
want to hear explain about. So that's before exploring it, I just clicked on controls
several times here. So that's the
Boolean difference. Like other Boolean types
like Boolean union would like Join to
solids together. Boolean intersections, so
the intersecting volumes together and then the
Split which is going, let's say to maintain
everything like both solids and then the intersecting
volume as well. But for now we
want to have this. Now, actually want
it to be open, okay, but I just made this for
the sake of explaining the BooleanDifference
in this case and comparing it with
Split and with Trim. Alright, I want the
trimmed actually. So I'm going to now
right-click and then duplicate layer and objects
and it will move it down. And then here I want now to call it phase trimmed thickness. Now before going
forward with this one, before going forward
with this one. Please, I would ask
you to also now try to apply the same procedure of this trimming on your vase
that you modeled previously. So please try to draw a line or a Curve Based on your liking, based on the way that
you want it to be open. And then try to trim it. And if you face any issues, then please go back to my file and check out what
I've done so far, how I did that and
what I've explained. Alright, so now please
try to make an opening, Apply an opening to the
server, to the vase, and then after that we're going to apply a thickness to it. Alright, so let's maybe try
to take 5-10 min to do that. And also please, you
can also add test the BooleanDifference
by making a solid out of the
curve that you want to cut width and just start. Alright. So 10 min
18. Vase 2 - Adding thickness: Alright, now let's see how we can give this vase thickness. Obviously speaking, we can leave the vase
as it is right now. But if we wanted to
make it seem more real, nobody wanted to 3D print
it or manufacturer it, then it must have a thickness,
certainly thickness, in order for it to exist
as a real-life object. I have previously made this layer phase
trimmed thickness. Maybe I'm going to just give
it weighs with thickness. And then here I'm going now to apply an offset to this surface. I'm going to click on this.
I'm going to type offset. What not this normal
offset but offset surface. Here we have this sociolects
object to flip direction. If I wanted to say to click, to flip the direction to the
offset from to the inside. Let's see what we
get if we do it to the inside. The distance. Now let's maybe think
of a distance of 5 mm. Alright, Solid. Yes. Now we're actually
first, let's try Solid. Yes, Then you're going to
see how Solid know what we can get and what would be
also the opportunities. Delete input? Yes,
I would say no. Want to keep the
input both sides? No, yeah, no flip. Alright, so sorted, yes, corner, sharp or rounded. Let's also try
this out. So first sharp and I want to know
type one space or enter. Alright, so we got this
interesting artifacts there. So this is where the solid, yes, and this is the external
one at what's kept there. Actually, I'm going
to move the offsetted one to the outside. This might be caused by
the seam line there. And also maybe because we have this small angle that is
causing this to happen. If we do the same, if Apply again the same offset surface but to the outside, the same settings.
Let's see what happens. Also, we get this
artifact there. I'm going to move this side. Also get this interesting
thing right there, which is weird and unexpected. Let's try to maybe explored
this and get rid of this. If I click on explode, I click on the
service, I remove it, look on the surface
and remove it. Now we are left with so
the external surfaces. So this one, this
one, and this one. And we have now this
thickness there. And I select this
one and this one. And I joined them Join. Now it says that you have
an open Polysurface. Now I don't see the opening where the opening is happening. If I move it, let's say is
did we leave any Surface? Oh, maybe that is
the surfaces that was left somewhere there. So that's there. If I join this one with the overall still one
open Polysurface. If I in this case, if this happens that you, it seems to you that you
have a Closed Polysurface, but you are getting
an open Polysurface. Then you can go to analyze
edge tools, show edges. Then this will show you an, a color that you choose. In this case, it's magenta. The naked edges, which are
the edges of the open sites. This case looks like
this is an open side. If we try, for example, to Let's try just
click and type Cap. Unable to Cap, yes, I mean, that was actually
known or expected. But for some reason this is an open one and
it's ideally not, should not be supposed open. Okay. If we try to offset this
but without a solid, yes. So if I offset again, offset Surface and I
don't see Solid Yes. To the outside like that. And now instead of Doing the Solid
Yes and SolidPtOn. So I have this, those two different surfaces. I would like now to close
these edges together. And I can try to do it by using something
called blend surface. If I type blend surface as RF, and I just try to select the
Edge to see what we get. This the first edge,
second edge again. So just to see again
what, what happened. So blend surface, it
needs us to on the, or select the first
edge, which is, let's say this one, and
then second edge, this one. And then here is giving us, let's say the directionality
of both edges as well. Dream, drag seem point to adjust if you wanted
to do that or not. Space or enter. Now we have this option here, so this adjust Surface blend. And here we have these options. So let's say I can go to
position this case, for example, this one, and I can move
the left and to the right. I can try it agency. You can see here, you can try curvature. So maybe let's save the
edge is like around like this and not sharp edge. That could be like, that could be one like
one of the possibilities. Or if we go back to the
position, this one like that. And I make this as 00. Okay? And now I click on OK. Now it generate
for us this surface. Okay? Now we try to
select the external one, this one, and the internal one. And if we try to
join these together, now we get a Closed Polysurface. This is actually
a good situation now I wasn't expecting
this to happen. Honestly. I thought that it would work without having
this artifact and for some reason we got this and
it's an open Polysurface. We tried to get rid of this by exploiting and then removing
and then rejoining. But we still did not did not get a Closed Polysurface
for one reason or another. Then the other way around. This. And that's a good, actually it's a good opportunity to
show you this because if this did not happen
with me right now and it happened
with you later on, you may just ask yourself, why did it happened and
how can I solve it? Now it's a good opportunity
to actually to show you this like real example right now in front of you that
sometimes things may not work and then you may want
to do it in a different way, slight different way in
order to make it work. And so in this case, I had to make an offset
without Solid, Yes. So offset get another Surface. Offset it from the main
one but without Closing the Gap and then Closing the Gap manually with
a blend surface. Now again, this was closing it with just
one option, right. But we also saw the options of having this to be around and stuff like an interesting edge, not the sharp edge drew depends on your
design in this case, I'm fine with this one
to be the it looks like. Right. So that's for you to know it's a
good opportunity for you to see this and
to understand that. Not always like what
you're doing may work perfectly from
the first shot, but you may want to make
a workaround around this. And this is one of
the workaround. In this case. I'm actually
going to undo this. I want to keep these open. I would like to actually
save these steps. I'm gonna say made
actually two layers. Okay? So vase offset open. Okay? I'm going to put Only
these two offset. So both actually, this is
part of the thickness, right? If I click on this open, I'm going to copy
this inside of fear and then I will move
this one sort of year. That's exactly so that I still have I still have main one there. And then I'm going to move this one to
another player yet. So vase offset, open, blend, surface want
to change this to vase not base surveys. And then I'm going to
move this one there. So what understand? This is the first step of
offsetting open, not Solid. And then this is the
blended surface. And then now I can
also make a new layer. So phase offset, open plus blend surface joint. I'm going to select
all of these. I'm going to copy
them to this layer. Turn this off, turn this off, and then I'm going to join, I'm going to activate this one and then I'm going to join the three of them to get a closed. So offset equal to Closed. Just to understand the process. Right? Like that. Okay? So we have this
these were thickness. Actually, I'm gonna
call this offset Solid. Yes. Equal Solid, Yes,
that's what I want. This is the option that I chose and did not
work in both cases. And then I didn't offset open or Solid
known solids like this. And then this is
the blend offset, blend surface, and then this is the them joined together to
reach a Closed Polysurface. Obviously the blending, it has
different options as well. So also there's 11 of the
good things of, let's say, having these steps and
layers so that I can also change the blend surface. I would say variant one, right? But I can also copy this
make new layer based. And then I will say variant to. And I'm going to activate
this one and then I'm going to make blend
surface, not edge surface. Here. You see like these options of blend curve, edge
Surface, etcetera. And then I'm going to click, click space or enter. And then Anna, I'm
going to use tendency. For the sake of having
these options there. I will say OK. Now, this is part of the
variant to, right? So we can see these options. Either this one or this one. Here it's Bend Surface V1
variant one joint. Alright. Now, please, I would like to now to apply the same thing to
the vase that you designed. First, try to use an
offset Solid, Yes. And see what happens.
Maybe you will not face this issue
that I faced here. It's, it's good that I
faced it and it's good that I showed you how
we can work around it. And then try to make an
offset with solid no, so with an open offset. So without joining
both offset result and the original
Surface together, and then try to blend
this Surface together. Now, it may ask you, or it may be if, let's say you have,
let's select a different the Polysurfaces. Another, another words.
What I would say here, sometimes like this is not now, let's say one surface
and one surface. So when I did the blend surface, I click here and then
it selects everything. Now, if this was
not one surface, but it was made out
of many surfaces. So it was the Polysurface. Then you may need to
click on chain edges to continue with this
first selection, the first edge as a chain, and then check and then
click on that one. But in this case
it's not the case. That's why it's one-click and then we get this
selection correctly. But just to let you
know that, otherwise, you may need to click on
chain edges and then you can select the chain to
close the edges off. Alright? So I would
say maybe also take, let's say another 10 min. Please try to apply
the offset Solid, Yes. Then offset Solid know and
then blend the surfaces together to close off the
object with thickness
19. Vase 3 - Editing internal & external surfaces by rebuilding: Now what is interesting
is that we can always change these surfaces. We can always let
say genes thickness. So maybe the thickness
doesn't need to be all the way uniform. I mean, it could be, maybe in most cases, it may be like that. But if let's say you're
3D printing something or manufacturing something
that is not regular. Let's say the ship
itself is not regular. The whole shape is not regular, symmetrical in any form. And so what I'm here
meaning is that we can, for example, increase
the thickness or the unit thickness
internally. So for example, I
can click on this, I can turn on the points. And I can click on this and I can maybe push
it to the inside. Maybe that here we have assert more thickness than the other
parts as well as this one. It could be like this. I zoom in here and there's to
see what's going on, right? And see if this
thickness here, right. I mean, you can see
that from the inside. It can be thicker just for,
for some reason or other. Right? So we can let
say increase it. We can maybe click on the
external one also like move it. If I click on this
and then Points On and see that because we have, because of the operations we
did previously it in Greece, the ISO Curve count. And so maybe we need
to rebuild this one. Maybe. So actually I'm going to actually
undo what I've done. Actually want to
click on this and then click on the other one. And then one is say
Control C. First. To keep these in the clipboard. We're going to undo
my movements there. Okay? I'm going to
make a new layer, actually something I make a duplicate layer without
the, without the objects. Solid know, but then
I'm going to say here, changed control points. Double-click and
then paste, right? And then here I want to, again
click on the internal one. I'm going to affect
some of the points. And when we turn the
wireframe on this, click on this one. This one, this one over
them, like this, right? And also the, Regarding
the external one. Sorry, again, for that. Based actually brought
them into this layer. Anyway. So I'm going to
just select this one. Select one of these ones. It's okay. Okay. Wait, no. So it actually located I
need to again turn this on. I need to only get the one
that has been changed. Change this S1, click on any of these because I didn't get effect this one. I will also change it. Turn this off. Okay,
I think now we are good to make sure. Here we have original have
to surfaces like this. This is now what? Exactly with the different thickness there. I can see it there,
right there. Okay. Now, I was mentioning
the external one that this is current. I was mentioning that
this had more IsoCurves added because of the
previous operations that we were applying. We can rebuild this
one, we can rebuild it. And then maybe give it 20. I think it's fine. Is there a 55 in the EU
and individuals 8 ft 20 as well, 332 input, yes. Did I want to delete input? Okay. So we have now better grasp medical
control on the overall shape. I'm gonna use a Lasso. I also love them like this. Will move them. I don't know. For some reason. I don't know. Like this, right? Well, it depends on
what you want to do. Another Lasso operation,
something like that. Like the thicknesses not the same with this
variable, right? And we can always, actually, I'm going to move this
to the bottom right. So it's like a new A bigger step with
more difference there. And yeah, I think also
actually let me just move axis images. Just do this. Again. What I'm
saying is that we can still affect the surface. Then we can blend again. So I'm going to know
Duplicate Layer and objects are,
well not really. I'm going to just know Making new layer and then
I'm going to call it. Actually, I'm going to well, let's give it a blend surface. I'm going to call this
irregular thickness. And then I'm going to
put these inside of this so that we put these on
the side separately. And then I want to now
blend surface again. Let's keep it sharp.
And then I'm gonna say here, close poly surface. And so I'm going to
just copy these into this one and Join one Closed
Polysurface. Alright? So this is just to show you that we can still always
keep going with the design, keep editing, design based on what you want to
on your project. And the thickness doesn't
need to be regular. I'm going to show
you later on with another attempt where like sometimes we might have to have regular thickness
or something. But for now let's keep
it irregular like this. Alright. Now, it's up to
you also for you. I would like also
peace to try that out. But if you want, let say
to apply these changes, if you want to dislike
opportunistic, an optional exercise now that you want to apply these changes, tried to rebuild your
surfaces of the vase in case it has a lot of IsoCurves or a lot of
added control points. Try to rebuild it, but
not too drastically, so not, let's say, if you do unlucky Rebuild, Either way, I kinda
do it like this because this is
like Polysurface. I need to explode this and click on this and
then now I can rebuilt. But of course not like five. And for me, it will not anymore follow
the original shape. It's going to mess
up your shape. So I'm going to undo this. You want to rebuild
it with a, a logical, let's say number, right? So that it works out well. And then tried to
apply these changes, try them to blend surface again, thickness to close it off. Alright, so let's maybe
take for that also, let's say around 30 min. Try to play around with this, with these functions
and changes. Alright, so 10 min
20. Vase 4 - Extracting IsoCurves and lofting new shape: Now another way, an alternative
to what we've done, which is to select a
surface and then Extract, Rebuild it, and then extract the points and then
move them around. Taste actually extract the
IsoCurves off the surface. So if for example, now I would like to take this surface, this
is external one, I'm going to extract surface
is what first from this. So I'm going to say yes, copiers select
surfaces to extract, select one and space. So I extracted this surface
out of this Polysurface. Okay, I'm going to now
make new layer called Extract did Surface external. So this external surface
that there's an extracted, I will click on this surface and I will change
object layer to this one double-click
and then I want to now take this off. Alright, so this is the
external one, right? And if, let's say, I want still to change this more drastically
and not just, let's say a few points around. So imagine, let's say you
already have a surface, maybe from a colleague
or from another project. You don't have the
building elements that make this surface out. You don't have, let's say the beginning steps like in here of what we have
done here previously. What you still want to
use this one as a base to update it and
apply more changes. Then there's a really
interesting command called Extract ISO curves
on and I'll type it, Extract IsoCurves. This one. This, What is interesting with this one is that it's going to Extract for us these IsoCurves and
put them on this side. I have told to the
previously that I cannot, since this surface I cannot
control shift and touch. I cannot select these, right? Because this is surface. I can However, select the
edges like this one, right? Or the seam, right? This one. But I cannot
select the IsoCurves. So in this case I can extract the IsoCurves with the Isaac
ExtractIsoCurve command. Select Surface for
IsoCurves extraction when to click on this surface. And then now when I hover
my mouse along the surface, I'm going to see which IsoCurves would be
extracted from me. I can also toggle the direction
along the V. For example. Oregon also put direction
both can extract both IsoCurves in
both directions and the U and V. Now for now, I want to extract only the IsoCurves
along the U direction. I'm going to go to
the front view. I just went there and ticked
on the front view there. Then now I will just
click, Make few clicks. So click, click few clicks. I'm going to now orbit
with this Shift and right mouse button to
position myself correctly. Maybe that's what I
wanted to extract from this initial surface. And here I'm going
to make a new layer called extracted ISO curves. I'm going to either I could
click on the surface, hide it, select these, and move them here. Or I can, since I know
that we only have one surface from this layer
and then the rest are curves. I can type select
curve as SEL see ARV, all the curves in one shot without having
to hide anything. Then I can right-click on
this Extracting IsoCurves. And then I'm going to
say change object layer, double-click on this
and turn this off. So now we have the extracted
IsoCurves of the main vase. And then now I can change
them as they want. So I can now I'm
going to know also right-click and duplicate
layer and objects. And then I'm going to say edited in capital letters to say
that these have been edited, not the original ones. For example. This, for example, I can actually
select multiple ones and then turn their
control points. And then I can write, just depends on
what you want to do with depends on your project. But anyway, let's
us do this for now. I can move it, move them up. So I'm just like
changing drastically, changing the constituents
of the surface, the IsoCurves and making just now a new shape,
totally new shape. For example. Let's all of these have similar
number of control points. For example, they may be this is what I wanted to achieve. And then now I'm going to
make a new layer called lofted edited ISO curves. Double-click on this and
then I'm going to type loft. I can do with this. Make sure that they're all in the same direction and the
same position looks fine. Space or enter. That's fine. So that's maybe
now my view shape. Maybe that could be like
one of the options and just drafting change
from the previous one. And you can see that
now we extracted, we kind of like the
reverse engineer process. On the original one. We extracted IsoCurves from it and rebuilt in
U-shape based on that. Okay, So maybe now it's not
smooth at is fine then just as an exercise or as a
step is I want to make, also want you to know that this command Extract
IsoCurves exists. And you can use it to extract
IsoCurves from previous, from existing surfaces and then make new shapes based on
those newly edited IsoCurves. So I would also invite
you please to apply this, to try to extract IsoCurves from your vase that you made
and try to play with them, change them accordingly
and then just make a new curve and we new shape
based on the newly changed, on the newly changed IsoCurves. Alright, so maybe also
let's give ourselves for this exercise like around
10 min or five-minutes, really up to you as you
feel comfortable doing it and see you soon.
21. Vase 5 - Alternative by intersecting surfaces: Now, one thing I
want to mention here regarding this extraction
of the IsoCurves. It is regarding
the extraction of these building curves
of this shape. This is one way of doing
it, Extracting IsoCurves. However, we have seen that this constrains the extraction to
the IsoCurves themselves, which is logical, right? Extracting IsoCurves, right? But the thing is that
here the IsoCurves are, well, following
the shape, right? The original shape that we
did the extraction from, right, from this
external surface, right? Then we did the extraction. And you can see that the
IsoCurves are doing this because that's how the shape, the structure of the IsoCurves became after we have manipulated the vase from
the beginning, right? And that's what the resultant. But what if we wanted to Extract still the building blocks of
this shape of the surface, the curves, but not exactly
following the IsoCurves. Maybe I want, for example, to extract like
more or less here. Even at this stage, let's say linear curve is
not like going doing this. And then at the end
here I just would like to have like a clean curve. You can see here this IsoCurves, there is kind of broken. If I want Extract IsoCurves, there is not going to work well. So if I tried it,
ExtractIsoCurve, select Surface,
you can see this. So when I'm moving
my cursor here, now I will get in broken if I click
Clouds to test it out. You can see now this is broken. If I click on this
and I hide it, if you see the issue here. So now it's broken.
I cannot really use this one there, right? So this is a good
example showing this because a lot of times maybe
you will may not want to, you may want may not
face this issue. Maybe. Maybe, yes. And so if this happens, if, if the IsoCurves, let's say you're shape
is made in a way that at a certain area the IsoCurves are broken or not,
Let's say continuous. And you cannot use them
to reverse engineer your shape and then make some changes and
then make a new shape. Under this, under the
extraction there. What can we do? How
can we extract then? Not IsoCurves about building
block curves that make up this shape in a different
way. There's different way. And that's actually a good opportunity
here to show you this because after doing the
Extracting IsoCurves, because doing this here shows you the imperfection
if we reach this area. So I'm going to make a new layer called I'm
going to call it here, inter secreting,
intersecting geometry. And I'm going to
activate this one. Now the idea is that
I want to build some intersecting surfaces that would go through this vase. And then I'm going to extract the intersection between
the surfaces and the vase. So intersection between to serve tooth-like two sets of services. The first set is the
surface and the second set is this, only this surface. And then I'm gonna get the
intersecting resulting curves. Alright, I'm going to go to
the front view like this. And I can now see
only this surface. That's good. I have this
activated intersecting geometry. I'm going out to, for example, draw some lines. Maybe I want the starting
line to be there. I'm going to activate order
within F8 button. Like this. I'm going also to
move this point there just to have
all of the point, all of the lines are
the geometries to be going beyond the surface. I'm going to copy
this multiple times. So also with or to on
without clicking on Shift, then it's activating
the auto Snapping. And do this there. And now here I will
draw some curves. So I can, for example, I will take off now the F8, take it off, the auto. Snap. Also here. Maybe I don't
want to continue with their and I'm done like that. And maybe also if I wanted
to take this, I could also Do something called dupe edge. So I still want to get this one when I
just also move with a slightly beyond this
point like that. And I'm going to go to
the perspective view. And I'm going to duplicate edge one space or
enter and that's it. We actually one of
intersecting surfaces, curves. But now I still need now to extract the intersecting curves, right? Answer for that. I need to choose. Go back to the front. You need to select all of these quarters
perspective again. I will move them like this and then I will
move and click on Control to extrude
them like that. And now I'm extruding
these two intersect the surface at different
areas on Escape. And then now I will type
intersect, intersect. Select objects to Intersect. Let's see what we do. You do this and I
click on these. Select all of these. Alright, so now I got
all of these nicely. Extract intersecting
curves between the surface and these surfaces. In this case here level
say planar surface and the hero that are
curved surfaces. I'm going to make
a new layer while these being selected
before clicking on Escape, I'm going to make a new curve, new layer, call it enter. Think Curve profiles like this. I'm going to activate it and then I'm going to right-click and then change object layer. So these are the
intersecting geometries. And these are the
intersecting curve. Professor, I need to be careful. I actually extracted this one in the inside of this layer, the duplicated edge
of the surface. A moment also right-click
and then change this one to this layer. Double-click. And then now I will turn off this layer and also will actually turn off
now this layer. So now we want to, what we can do is you
can now loft these together to make a new shape. But of course, now the idea is that we want to change these, want to just affect
them, change them. You can see here that the
point count is much more, many more points then the point count of the
Extracting IsoCurves. See here Points, you
can see that nicely. I would say, distributed control
points of the IsoCurves, Extracting IsoCurves wildly year because we did
this intersection, intersection between
these geometries and the ways that we
have now many more. Once we can rebuild these, I'm going to
double-click on this. What we can do is that
we can rebuild this, we can select all of them, and I can say Rebuild. And here always gives
degree at three. And then here we can see like, okay, this will show
us the deviation. These red points are the, are the locations of
the biggest deviation from the original
ones. A little curves. So I can say the
point count here will be not 20, but maybe 30. Escape or enter, or maybe actually this one have
a different count. Maybe if let's say I would maybe have this set to be rebuilt, this one and this
one to be rebuilt with a different value. So if I say 20 people on looks like more or
less like there are good. And then I say, okay, then only these ones, maybe these ones will be also twin in the
last one will be more. Because of this, let's say
change the geometry that needs to slightly more
points to define it. So Rebuild maybe only last one. And then I will see this is like the big deviation with
the original one. You can see what I tried
to click step-by-step. You'll see where
is the deviation. And you can see this is the
maximum deviation like this is the number that determines the deviation between the original curve and then
the newly built curve. You can see that at
number 23 points I have 1.388 something at 24 points. So increased in the point
count and bigger deviation. So it doesn't always mean
that if I have more points, it strictly means that
I have less deviation. This is because like now
it's Rhino is distributing the points along the
newly built curve and it's still not done yet. I just like strength
to estimate to me what this will
be presumed to me, the result before
making it complete. And it looks like
at this area here, like we have a
control point that is close by or kind of
like the resulting would have this shape that is closer to the original curve. Then if, let's say we
have a 24 points and then we have a different distribution of the
control points, which will result in a different, slightly
different geometry. Although more points. But then in this case
here it's not doing the best thing are the best
chocolate syllabus result. Can see like 26, 25, really like higher
if I go back 23, maybe that's fine,
that's close enough. And then anyway, I'm going to
have to change the letter. I don't want to scale them
on on just like affect them to just make a new
shape basically. I mean, that's the
main idea is they want to extract these owner, get the section
profiles in order to affect my Geometry
and then make a new, sorry, I move that
to make a new shape, etcetera, and then
move them around. But the idea is I
wanted show you that this is an alternative way of extracting from the, from one surface,
from one geometry. It's building blocks,
building blocks, curves, let's say building
block geometries that make this surface and then change that and then build a new surface based
on the previous one. So that's like just
the right strategy to keep in mind for you to know the corrective to
the Extracting IsoCurves. Alright, that's it
for this explanation.
22. Vase 6 - Modeling the Handle: Alright, so now that they've reached this level
so far and wide, so many applications and
modifications and changes. I would like to also try to
push this design slightly further by trying to add a
handle and maybe a spout. And to make this phase also work as a watering
can or watering pot. So of course we can keep
what you've done so far, saved in these layers
and add new layers and then play with them
and work with them. I'm going to make
now a new layer called Handle like that. And I'm going to go
to the front view. And then I'm going to make
a sub layer under this one. And then I'm going
to call it curves. Activate this one. And then here I'm going
to now draw a curve. I'm going to keep this as
disabled and don't want to, wanted to touch or be affected by any of the
current geometries. This alright, so
something like this. Maybe, maybe I can move
this slightly downwards. Actually. Keep the
Handle like this, right? Okay, could we, that
can be like one option. And now what we want
to do is we want to draw the profile curves. That would make is going
to shape the Handle, then give you the Handle a
thickness that there are many, many ways to do it. Either you can pipettes, we can pipe this curve. I can just simply, I'm going to now make
it neater called pipe, a simple pipe of a
simple regular radius. I type pipe, simply click on this and you can
check and choose the radius. This radius. And let's click a different
radius for example. And that can be one option. Will click on this to sit in 3D. That would be one
working the option. Alright. Not bad. Or we could maybe make an irregular loft or sweep
based on circles and ellipses. I'm going to make here. You're going to call
this file curves. Again. So this is actually, I would say here,
curve, Handle, spine. Just to say that this
is one of the Handle. This is the main curve that Active that dictates
the Handle shape. Actually, also it is
interesting is that maybe I would like
it to be not flat, but maybe I would like it
to be moving in 3D as well. Actually, I'm gonna keep
this as spine flat. And I'm going to
duplicate an objects. And then I'm going
to call it spine irregular activity. This one. Make this off. Click
on this again. I just want to let
say keep the flat as an option with the
pipe as an option. I'm going to turn off the vase. I'm going to move
this one there. This one there. Let's see what happened with the
Vase. Yes. Okay. It's still still I'm going to actually lock
it to when I touch it. I don't affected. So maybe I have this done, not too crazy, but okay. Like this, I don't know
how economic this is, what just for the sake of
the exercise that I wanted to be not flat but
changing in 3D. Select these points, move them more just to see it
more drastic change. Okay? All right. Now What I would like to
do next is I want to maximize this view. Hide that layer. And now I'm going to activate
this profile curves and I'm going first to go
to the ellipse, drop-down arrow and
then go to ellipse round curve, select curve. And I can look at the
beginning of it here. And this will
define, I think yes, the first axis, and this is the second
axis of the ellipse. I can also scale it if
I wanted to scale 2D. Scale to the take
off the table and projects and scale it like
actually scale to scale one D. Alright? And then I'm going
to go to the circle, drop-down, circle around curve, select curve as well. We'll select the curve and we'll draw circle slightly
bigger with the same. That's fine. Let's see. We have now this ellipse, and then we have this circle, and we have this curve. Now let's see what
would happen if we try to sweep these together. I will go now to make a sweep. One operation will activate it. I'm going to type sweep one, select trail, select
sweep shapes. This one, this one,
space or enter. Let's see what happens
if we keep it like this. Okay? Looks like it's
swept the lips and the circle together along the real the spine
of the Handle. I'm going to say, Okay,
I'm going to turn back on the phase. And you see that now
we have this sweep starting with an ellipse and
ending up with a circle. I'm trying as much as possible here to make it
irregular as well. Also, the Handle is
not an E-flat Plane. Okay? Alright. And I think, I think that's
regarding the shape. Now what you want to
do is that we want to adjust it so that it's not, of course, you know, like going inside of the vase read but it's like
it stops outside of me, let's say has a nice
interface with the Vase. I'm going to unlock this one. And what I would
like to do is I will right-click and then we'll say Duplicate Layer and objects. And I want to bring this one under the Handle. And then I will say here, so vase with Handle. Alright, and now what I would
like to do is I want first to cut off these parts of the Handle that are
going inside of the vase. And we can do this by
trimming these off. So if I type Trim and
I use Select cutting objects as this vase
and enter or space. And then I click on this
part and this part. And I can see that this is also, there's also like one part in the middle thickness
of the vase. I can also click on this one. And on this one, right? Space or Enter. And
now I have trimmed off the Handle. For me. This may be a distribution, this may be like it is an
option. That could be fine. Maybe I want also to
kind of have like a smoother interface between the Handle and domain geometry. Maybe not, maybe
that's fine for me. If I wanted on the
other side to have the smoother interface
between this and this. Then let's see what we can do. I'm going to add
here a new layer. I'm going to actually call it Offset Curve on Surface. And what this means is that
I want to now to offset first this curve over
the edge of the handle. On this surface. I want to have an offset, then I want to cut this
off and then on a join both together with the
blend surface again. So let me do this step-by-step. First. I need to
extract this curve. I'm going to type dupe edge, select edges to duplicate them. I'm gonna click on this part, looks like we have
multiple curve is why? Because this is interfacing
with the Vase right? At the same line. If this was coming
not at the same line, then we may not have this issue. We will get one. So for example, when we
do this at this place, we're going to have only
one, I would assume. But let's see first,
let's do this first. So duplicate edge space. Then while these being selected after having
been duplicated, I'm going to join them together to have
one Closed Curves. So three curves joined
into one Closed curve. Then I'm going to type offset
Curve on Surface as RF. Then I'm going to select
Curve on Surface, which is the one that
I've just duplicated. Then without clicking
any Enter or Spacebar, select Base, Surface, this one. Then here we can specify the
direction and the distance. So I want this to be absurd to the outside.
Notice the inside. So I'm gonna click on flip first so that these arrows
would point it outside. And maybe I will choose a, a distance of 15 space, right? So now we have this distance
and it looks like we have this one and this one and also like these ones
which I don't want, these ones, I want to delete these ones because it's at the interface that we
have this artifact thing. So what we can do here
is that we can slightly Rebuild these wants
to connect them. So I think maybe if I connect, join them to curves
with one open curve. But still it's open, not closed because of this, I'm going to move this point to this point and
I will delete maybe this. Do you have like
a smoother shape and I click on
this closed curve. Alright, that's good.
That's a closed curve. And now what I would
do is I would now Trim with this the
external surface on this. Cutting objects to trim
this one should work. So let me just try again. If I over this, maybe because I moved
this point that for some reason it was
moved away from it. I'm going to redo
what I've done. I'm going to offset
on, on surface, again. These ones offset Curve
on Surface, base curve. And then I'm going to save, let say this one. Again. Base Surface and distance
of one not 15. And flip. And one. That is delete. This one. Let's see what we have here now. Slightly better. I will join these. I have I think at this
intersection small. I think that's fine.
When I close it. Close curve by adding
a line segment. Okay? Now I'm going
to try to trim it. So click on this
cutting objects, then. Click on this one. Now it works. No undo. And this, right, exactly. So now it works. Now we have this opening. Now. I want to blend this
with this, but not there. So because this will
not really work Fine, I wanted to just bring
this back slightly. Want to go to the front view. I will make a tremor Layer and I'm going to draw
a line, straight line. I think maybe like the
connection would start there. So maybe like a line
there and a line there. So I'm just passing through
there that I'm going to Trim this Handle with this line. That and actually what I will do is I will duplicate this because I want to keep the original action. It was trimmed anyway.
But I want to just like keep this before the blend. So duplicate layer N objects. And I'm going here to say, and bull trimmed this one, right? I'm gonna now Trim
with this line, the on a turn this off. Alright, and then
now I have this. Now let's try to
blend this and that. So now I will make a new
layer called blend surface, Handle and vase on this
one to deviate it. And then I'm going to
type blend surface. If I click on this like this without clicking on chain edges, is not going to select
all of the edges. I will click on Escape, then redo this and Surface
than before clicking anything. I will click on chain edges. Then I'll click on this. On this. It doesn't work. No, it should work. It doesn't work for some reason. It should actually work. Then Surface chain edges, X segments. For some reason
it's not working. I don't know why, but it should normally
work in the case. Then what I would
do here is I would, if this happens with
you for some reason, then let's try to blend edges. I'm going to duplicate
the edge of this one. So now I have this
curve and we have this curve, this one. And if we blend edge, or actually we blend
curve, this one. And this one, will that work? Maybe not have the
controls that we have. No, That's not the case. Maybe I'll undo. So I
think I'll just undo this. Undo. Before splitting here. Again, I will try to investigate
what happened there. Maybe this is causing
the problem, this point. If I delete it and I keep
this, Let's try this again. And Trim. Hopefully should work. Okay, so it shouldn't be
working. Click on this. Click on that. Okay. And then now
going back to this, and we said tremor. And I wanted to just
redo this there. Click. I want to also
remember duplicate this one. So it's gonna be trimmed. And turn these off. So Trim, Trim, trim this one. And then now hopefully
that it should work. If I make a new nerve called blend surface Handle and vase. This one, blend
surface, chain edges. It should work. Okay. It works, it works. Space or enter. And this one as well. It works. Something
is weird there. Okay? That doesn't
work. Let's try again. Land. Surface. Then
Surface, chain edges. X segment for first edge Okay, should work. Now, select segment
for a second edge, starting point on
the closed edge. Okay? Now it works. So clicked, clicked. And then now we try to see which one of these
options would work best. I don't want it to be like this. That's kind of like
really bulky and not 3D like with the curve. I can play with these
parameters there, these sliders to
adjust the curvature. And you can see
that this is like a kind of like a challenging
shape or you have like an ellipse coming in and
interfacing with this surface. And it is, let's say different
distances like this, like a wide distance and this
is like a closer distance. So it's trying its best to
blend both together nicely. We can try the
curvature, for example, try to play with these sliders. And we've also
tried to play with these points if you wanted to, but want to go to the
tangency, I like this. Let's see what happens and then I do this and
that like this. That's, I think for me
that's fine. That's not bad. And then I will click on, Okay. And now I got this interface, this nice interface connecting the Handle to the
main vase body. So that's, it was challenging actually
because we're doing it right at the same line. And you saw the issue that
happened prior to that. It didn't really work
from the first shot. We had to just treat the width, investigate and that curve
as well had to be redone, Rebuild and then do not
have any small kink in it that would prevent
the blend from working. Again, this is really good that is happening now
and you can see it now and see the issue
that was happening at the solution would
have done to solve it. Because if this was not, did not happen and it worked all fine from
the first shot. If later on it happens with you, then you may not. Let's say find it
easy to solve, right? So again, trying to show you the situation,
circumstances, what would happen if
that that happens, and how we can solved. So that's the first one. Now I said previously that
when we want to apply the same change to are the
same blend to this one. We may not face the same issues
because this is not along the seam line of the surface. So let's try this again. So I'm going to click on this and I want to also
have offset Curve on Surface. I have already hear
the way out of it now. So duplicate edge. Alright, and then I will allow
offset Curve on Surface, Base, Surface because this
has already been selected. Lip and I will also choose 15. Maybe let's choose
another number. Maybe let's actually skip it 15. Let's keep it away
from the same curve. Alright. Now, I'm going to trim this one. Dice. I'll go to the front view. I will also draw the same line as a drummer to Trim a handle. Now, maybe here, it
looks like the View. This one doesn't
really work for me because It's not
facing it like here. I will actually go
to the top view. And I will draw a line. And we'll try to trim it with this surface extrude line. They did this one. So now I can trim it with this surface. Would like to move it
slightly to the back. So maybe this is a
good connection. This is connection. Alright, I think that's
not bad, That's good. Now I'm going to trim. Handle, trimmed actually
this is the one. So handled cutting
objects, this one. Right? So this is the
hand has been trimmed. I will turn off the tremors. And then again I'm
going to activate blend surface Handle and vase. And then now let's apply the final blend
surface. At this side. We won't need to choose chain edges because
it's not at the same. And so this, Let's say one
single edge, second edge. So it looks fine like this. Alright, and then here also, tangency. Looks ready, great. Like this. Maybe I
will try to see if. Well, actually it's
fine. It's fine. Okay. Alright. So you can see again, so
this will just apply over the same blend on this. And it looks really nice. I can go to the display and I can turn off show IsoCurves. Even I can turn off Show Surface edges and even curves so that you can see
like only the surfaces. That's like a nice
handle. These back on. I prefer to keep
these as as they are. Let's keep that as well. We can actually go to Arctic View maybe and turn these off. You can see announced
like a semi Rendered few and the little trimmed. Alright, so that's in
case we wanted to have the interface between
the Handle and the main vase body to be smoother and curvy and
not like a straight one. Otherwise, we have the
option of having the Handle. Not like this, but I can
bring back this one. He ghosted without the end. Alright, so now that we
have seen how we can do this as an exercise for you. Now. If you could then
Add a spout to the vase, you always remember the
idea is that we want to transform this vase into a watering tank or watering
can or watering pot. So we would like to
water plants, right? Not the teapot, but
it's watering can. So the Spout might be
slightly, maybe long. And so please try to. Now I plow, Apply a spout and it's going
to be as a hint for you, really similar to this. It's only gonna be
one, actually one. Blend surface when interface. Then we have here
let look at chronic. So spout shape that
would be going out somewhere from here or from here depends
on your design. Then after that I'm
going to do it, actually going to
do it together. I'm going to show
you how we can do it in case you face issues, but leaves before that. Tried to do it yourself. This will evolve. So drawing the spine of the
Spout, as I've done here. So they spine and then try to use some
curves to make them, let's say from big size, too small size, kind of
like an 0 pointy shape. And then you might also want to use offset Curve on
Surface and then trim this surface and then
blend both parts, the Spout and the
main vase body. For that, I may I think
maybe like a 20 min or 30 min would be good
for this exercise. Alright, so let's take 30
min, maybe exercise time. And then after
that, we come back. And then I'm going to show you
how we can do it as one of the possibilities that could
be working before this. Alright? So thrity minutes
23. Vase 7 - Modeling the Spout SOLUTION: Alright, so let's
start with this part. I hope that you have
achieved to model the Spout. It's pretty easy 3D. So Azure, this one, as we said, we're going to make a
new layer called Spout. And I'm going to make a sub
layer called Spout spine. So maybe curve. So similar to the
first one here. Double-click on this one, I
will go to the front view. And let's draw a nice spine. Maybe let's Let's move these points. Okay, so it looks like
a long spout there. Alright, that's the first step. So let's follow exactly the same steps that we
have done here. Now I don't want to
make a regular radius of this part but to be growing. So here, let's say the smallest radius and then
here is the biggest radius. In this case, I would do
the perspective view. First. I would like to
position the Spout spine. Correct position. Go to
the top view as well. We'll move it there. Will also actually give it
like this direction there. So something like that. Okay. So as you can see,
it's not like totally flat on the on my
viewport and it's fine. Which position
that based on the, on the Views, 3D
view and top view. Now, I will make here
the profile curves, similarly the ones that
we have done here. New layer profile curves. And let's make a series
of profile curves. Lung the Spout
based on ellipses. I'm going to hide this
one for the moment. I'd like the whole Handle. Air. Go to the ellipse. Ellipse around curve. Will start first with this
ellipse to be like the biggest one, the project. And then here what I can do
is that if I wanted to say to position the ellipse
Axes to be vertical, I can click on Shift
to lock it like this. Maybe this is the radius
of the first one and then that's the first one. Okay? Spacebar to repeat it. Repeat the same
operation. Select curve. I will make the last one. Air have. You may be in this case, wanted the spine to
be along the curve itself will disable,
actually enable. But I wanted to be, let's see. If I do this. He says Frank
to Intersect with it there. That's too small. Actually, if it's too small, instead of redrawing
it, for example, this case, I can just
let's say offset. So offset, not Curve on Surface or surface
but the normal offset. And then you can say, Okay, I want the offset to be, if I don't know the distance, I can click that
and then that's it. I'm done. So maybe that's the
opposite. Maybe that's the Spout ending opening. And then in this case this looks similar to the same
size of this one. Let's maybe make
this one bigger. So also offset this one. And then I will go the distance and then
click on the center. Click. And again, you
all say distances. This much. Delete.
Turn on again the Z, okay, it's proportional, is
not too big, not too small. I think maybe we're done here. So this should be now, we're going to
imagine that a spout is going from here to there. That is the shape of it. And it's going to go from the big ellipse there to
this small one there. This can be achieved by a sweep. Sweep one Activities one. Now type sweep
one, select trail, select sweep shapes, click, click, space-bar or enter. And okay, so now this is my
swept shape of the Spout. An open surface. You see like an added a lot of
IsoCurves, that's fine. If I turn on again, spout or the vase
also with the Handle. So it does look bad. That's my looks like
my initial shape. Now, if I want, let say to change these IsoCurves like it looks
like they are too many. I can rebuild this one. We can Rebuild. And I
can say set of 19.1, 42 along the V. That's what
actually explains this. Like high density of
IsoCurves along this one. Along this side. I would like maybe to make it go down to 6.6. Let's see the preview of it. Okay. So it looks almost the same shape
but much smoother, right? That's much better. So actually I'm gonna do this, I'm going to undo this, what I've done, just to
show you what happened. Then I'm going to say we
built spout like that. I will copy the objects layer
and I will turn this off, then I will label this one so
that we maintain the steps. 6.6, we set 5.5, right? Period prior to that.
Okay, that's fine. Maybe 5 ft is not a problem. That's really nice. Okay. Now, on to turn
off the Spout spine. And this one, I don't need it. Now. We have few more steps
and we're almost done. I want to first build the interface between
this one antigen again, this can be like this. The shape of this watering can. Now as now it was, it's converted to maybe
that's what I want it to be. Like. I want, maybe
I want this to be looking like this, right? Or I want it to be
looking at this. Now. This is more challenging
to achieve than this one, because if I say I wanted to
be looking like this one, then I'm done, right? I don't think do more steps. I just need now for example, to trim this one. So I will do that now. So Trim, click on this one. Then I will click on
the surface there and also on the
surface in-between, both internal and external one. And I would say,
I'm done, right, or and also it can trim this or this or I can
keep it as it is now. But I wanted to show you the more challenging part because that's slightly
more difficult. And if you want to do that, then I'm going to show
you how to do it, right? So it's always
better to show you the more difficult step
rather than telling you, hey, it's fine. It can be done. Not the problem and you know, but I just want to
show how it's done. Again, similar to this one,
actually really similar. So what we're gonna do here is we're going to
follow the same steps. So offset Curve on Surface, I'm going to actually
copy this layer will make a new layer also will
base this one there. And here I will see if I need to make a
duplicate edge yes or no. First I will try the
offset Curve on Surface. If I say offset
Curve on Surface. And you see, by the
way, I don't mean, Let's say always to memorize exactly what's the command is, I just need to just type the beginning part
of it and then it's going to guess for me what I want and then I will
choose to try them and now select curve. Okay, So good. So it's selected the curve on this surface. And also it looks like it
selected the surface as well as the thing
offset distance. And that's not what I want. Okay, so let's first, then duplicate, not border
but duplicate edge. Alright. Again, now let's start with the offset Curve on
Surface and land. Let's choose this curve. Okay, now it's asking me
about the Base Surface. Prior to that, when
I selected the edge, it thought that this is
also the Base Surface. But that's not the case. This is the Base
Surface, not this one. Alright, so Base Surface And then I will flip this one. And I will say offset
distance is going to be, let's say then space or enter. Maybe let's make it
slightly more than that. Let's redo it again.
Let's say offset. Curve on Surface, curve, sorry, Curve, Surface, flip. Then let's type here now 15
Enter or Spacebar. Alright. Now, I want to trim this part of this
reference with this curve. I will now Trim. This is this is actually use this tremor prior
to that to make, to build this tumor, to trim this one and this
one which will also do here. But first let's trim
this surface of Trim. Alright, That's a nice
term here because, and this interesting because
this is continuing right? The inside and it
looks like we need to have a hole there. Right. So we need to make it Trim internally to
the internal surface. Right? So from the outside is going to be
only this opening, but from the inside, this simple opening
of this is enough. So what we can do now
here is I want to put, I want to just place
this curve exactly on this surface are many
ways of doing it as well. Many different ways in Rhino, one of the ways would be pulling this curve
on this surface. So let's pull bold curve on internal surface
and activate this one. I'm going out to type, pull. Just simply pull Selleck
curves and points to pull. I only want to select this
curve, enter or space. Then select surfaces,
subjects, faces, and Meshes that pull, click on this one
space or enter. Now we'll pull this
curve on this. It just made a new
copy on this one. Just pulled it to it.
Okay. Now I'm going to trim this surface
with this curve. So I'm going to type,
Trim, cutting objects, this one space or enter now select object to
Trim on this one. And now I have a hole on the internal surface
of the vase. Right? Now. I want to
hear trim back the Spout. I will go to the front view. And here I will also make
a new layer called tremor. I will draw a line
between there and there. Check it out in this one. Okay, Looks fine. Back
to the front view. Then Trim guarding objects. By the way, if I want
to maybe just want to say keep this, I will say also make a new
layer called Spout trimmed. And I will copy
this to this one. And I will turn this off. And now I will trim this
one with this line off. Alright. Now we have the last. Well, actually what
I would do here, because this spout also
needs a thickness. Now, we did not have needed
to build a thickness here because it's one
Closed Polysurface. But here it's not
really close like this. You're going to
imagine that there is a flowing water through
the Spout trout, so it should have a certain thickness
similar to the vase. Similarly with the Vase exactly. What I would do actually
is I would first offset. So what I wanna do here, I want to actually
undo this one. It looks like maybe there's
not what I had to do. What I will do here is I will also undo the Trim
actually what the one okay. Let me explain to you better. I want to trim
this, but not here. I want to keep this going there, but I still want the trim to be happening on the
external surface. Then I want to offset the Spout externally
to the outside. And then that external surface, I want now to blend it with this external
surface of the vase. Alright. So I could either now, if I wanted to loft One are going to
undo the trimming. Both work just for the sake of time now will
actually not enough time. I'll actually prefer
to do it correctly. I'm going to actually
undo what I've done. Undo until the
trimming of the Spout. Undo, undo, undo. Alright there. Okay, if I do redo undo, alright, so that's what
I want to continue on. So first I will trim with
the Vase, the Spout. I want to keep it like
this because I want the this is now the internal
surface of the Spout. And I want now to
trim with the Spout, the internal. Both
of them actually. So now I have a continuity between this void and the Spout. And then now here again, I will do then the offset, the offset Curve on Surface. So I will do an offset, I'll copy this one again. Not a new layer. But Copy make new layer and then
paste the name of it. I will don't, I
don't have yet here a so here are just
need to make it cute. Edge of this. The interface between the Spout
and the external surface. Then I will offset Curve
on Surface select. Since this is selected before having typed the
offset curves reference. Then he's gonna
take me directly to the second step which is set up Base Surface and select
this one. Flip 15. Alright? And then now I will
trim this one with this one. Not this one. This
one, extra Trim. One exactly. So I don't know why it shows the other way round, but that's what our Trim
and on this side. Alright. And then now I
want again to make a new layer shimmer to trim this part of the Spout to
bring it slightly to the back. So here, there. And then I will then I will actually also call it so
as the Handle trimmed, spout, trimmed, again, Trim. Activate to copy this
one to this there, then turn this off
the Rebuild spout, then I will hear Trim. Sorry, not this one. At this one. I want to
keep this internal one. I'm going to
remember this. Now I want to actually offset this. So it's gonna be before the trimmed for the tremor
actually is going to be offset spout
external surface. And then I will do
an offset Surface. You can see now it's
time to the inside. I want to flip it. Flip all. And then I want the
distance to be, the solution will be equal to 3 mm Solid known space or Enter. So now we have this. Again, it looks like we
need to rebuild this one. Let's rebuild based on
these same numbers. 55, alright. So it's like a thin spout. Okay? And now we can trim the external one, not
the internal one. The third one is kept there to interface with the
internal surface of the vase. Back to the front view
will move slightly. This tremor line
back and beyond. This is the terminal
line from this layer. And then now I would say spout, external surface trimmed because now I have to surface for the Spout and then
trim it now here. Alright, so now we
have to surfaces the internal one meeting with the internal surface of the
vase and the external one. And now I can blend
this external one with the external
surface of the vase. So now I will make and let's copy this and then
let's say blend surface, spout, external and vase
just to make it clear which part of the Spout
surface being blend with what And then I'm going to
type blend surface. First edge, second
edge, space or enter. Change that as well
to look like more fluid on a natural connection. And then, okay. Alright, so that's
now we have a spout, we have a whole and the
center and in the body, in the internal surface of the vase that will allow
for the water to go out. And then here we have
the external one being nicely blend
in with the surface. And then here the last step is, I would hear them say spout, Closed or closing tip. Just to also separate this
into another layer just to keep all these
steps separated. Sure that you understand
that you're on what to what happened, how we reach this result here. Then we can do also
in another blend, blend surface between
the first, second. And then I could either,
for example, keep it like, like this or I can
keep it like that. So maybe let's
keep it like this. Safe. Blend just to let you know what I used blend surface
spout Closing tip. Alright. So that's I think it completed watering
can I watering pot. That was actually started
off with being a vase. And you could have like maybe is not planar, like the curve, the spine
of it is just not planar. And the Spout here is added
on this side like that. So it's a free form. Watering, thank boring. But that we designed
initially like all the steps. And also we saw during the, during the design process the different obstacles that you we may face and how we can solve them and go pass through and then achieve
our results are our goals. Doing all of these steps and
then small-world grounds. I can now change this one. For example, Arctic. I can maybe here, turn off the tremor and the
offset curve like that. That's a nice spout. Let's nice geometry. And also can go to
the shaded view. What we can do as well
like part of the Rhino's, let's say analysis
of the surfaces. We can check out the
environment of the analysis, analyze surface, the
environment map. This environment
map actually show us the continuity
of the surface. And if there are, let's say, any discontinuities, any discrepancy in
the Surface building. Where that would be.
If I now say select objects for Environment
map analysis and then select all of these. Let's face or Enter. And now we can see this Environment map. Analyzing the surfaces. Of course here you
can change this. So these are the options. You can change these
image this time, arches, a PNG as it's being used
by default and Rhino. And you can see like
this nice blend in handle as well as the Spout, as well as these nice
edges of the watering. Thank and again, this is just a variant. Of course, you could
have made it with a sharp corner and interface. I showed you here like the more, slightly more complex solution. And I hope that this
was helpful to you. It was like a constructive
project slash exercise that we did these
back-and-forth, we're steps. I hope this was helpful to you and see you in the next lesson.
24. Text vs. TextObject: Let's talk about text and how
we can make text in Rhino. I'm going first to make
a new layer called text and activate it. And then I'm going
to adhere type text. Here we have many options. The two main demands
I want to talk to you about are the text, text object. If I click on text, I will get this window. Here is going to show
me like few options. So the style default. Now, this is style also related to line types and Hatches. And like all of these
elements in Rhino, they already have
something called style, which is like a template
or like pre made Settings, which you can also change
the drawn if you want, and making new ones and named
them based on new names. And so basically by
default now we have this one as called
default style. We're not gonna go
like in those details, but just want to
show you how big can make quickly a text. We have the height set
to one in this case, since the file as the millimeters
Units and it's going to set to one, the
height of 1 mm. We can make this, let's say
ten or hundreds depends. And you see once I change anything with these
settings here, then the Settings name is going to be now
colored in blue. And since this tile
has been affected, then it's now saying
that this tile is not the standard
like the preset one, but it has some changes. I can also use mask if I wanted
to as well, Solid Color, I'm going to keep it now
to none margins as well. And then here, the
margins of the mask. And here I can hear set as
well these Model space scale, if this has a different
scale than the height, I'm gonna keep this
at one as well. Then you'd also, I can choose the font with which font I
want to now type the text. And also like either uppercase, lowercase capitalized
words and invert case. I'll keep this without changing them and then
I will attack here. Rhino, without also adding
any bold and italics stuff. Just keep this as it is now. And then I'm going to say, Okay, then here I'm going to have this now preview of the texts
that would be dropped in. Here. It says texts location. I can now click anywhere
to just drop it in. If I go to the front view, can see that now it
flipped to the plane of the front view or do the right view to the
plane of the right view. We can see that in the
perspective view or perspective, that's the world x-y
plane, W the same. Now if I click and
release how I got a text. This text is not a geometry yet. It's a text. Okay? If I wanted
to, for example, use text, for example two, let's say label
elements like I want. I'm for example,
manufacturing some parts. And I want to label those parts. I want to add maybe
their numbers, maybe they're part name, whatever it is on those
geometries, right? And I want to maybe
CNC mill them, or I want to 3D print them, or I want to laser cut them. I want to just use any
type of manufacturing. I want text to be
part of the geometry. That case, I would
need the text to be converted into curves or Lights. So we could either in
this case, do two things. Either we could
explode this text, I click on explode, and then explore this text
into curves and lines. And now I can use
now these curves and lines to be part of the parts. So for example, if
let's say I have a box at the bottom for example. And then I will also
change the view, all of Viewports to ghosted. And then I will select
these ones and I will extrude them like this. Or actually I will undo, I will extrude them with the solid dS extrude curve and then I'm
going to see Solid Yes. Like that so that
they are part of the box right together
with a box on it. Then when in fact, for
this box then I will have this text
part of it, right? Thing is that now here the text is like the properties
of the texts are gone. Now I have lines and curves that I cannot now double-click
on this and then change. Instead of Rhino, I would
say Rhino one or something Now behind us, right? So that's why we don't want to change the text unexploded. I will then lose the information inside of the TextObject tract.
So that's one thing. We would actually
then in that case, if we want it to maintain
the text information, and then we still want it to
be part of the geometries. So kind of like then
exporting it and then making it as Geometry extruded solids. Then we may want to use
Grasshopper because in that case, grasshopper part
of the definition. Then we can always
go back and then change the text and
then the operation of exploding it and then
extruding it as a solid and then placing it correctly on the surface if
we wanted to replace it. All of that followed up, all of these following
steps will be then saved. But here in Rhino, like doing it like this, we just need to manually
go back and then redo the text again and then re, explode and then re extrude the text just to let
you know the process. Okay. So that was a text that hasn't been
exploded and then extruded. Want to make a new text now and then new layer and then call it text object. With this one. If I type text and I
select text object, then here I will have
similar options, but not all of them
is going to only give me the height, font and text. And here I can say output curves or surfaces or solids with, if it was a solid than with the thickness,
certain thickness. If I keep it to curves. And I have Rhino and I
have also the height, let's say of ten. Say. So engraving, using
any of these and say, Okay, then I'm going at
something similar but not as a pure font object, but directly as geometries, like directly as
curves in this case. These are directly given
to me as curves and not as texts that I needed
to explore and extrude. So it depends. So TextObject,
if I try it again. If I try now for example, to use solids with a thickness of ten as
well and say, okay, it automatically gonna
give me now solids that have the text done, right? So free, extruded, free, so pre-exposure it
and then pretty extruded and just
given to me directly. Okay. That's if
wanted to have this, otherwise, I would need
to do it another way around or use texts. And then here on this one, if I use texts and as a text. And I, you know, that's my
Rhino text and I click, this text cannot be
used as geometry. It cannot be part made part of the geometries to be exported like in manufacturing
or in other mediums. I mean, it can still be read, write, I can still have
it as part of a drawing. For example, part
of a title block, part of a diagram, that's fine. But if I wanted to make
a real thing out of it like a real part,
real extrusions, like you're part of the
manufacturing process, then I would have to convert
this into a geometry. Alright, now I have this text. I can go back to the properties. I could either
double-click on this to open this Edit Text window or I can go to Properties
and then I have this a big a text on that. I could change it
from here directly. So let's say this is the
Editing window already. Part of the properties. You can have, say Rhino, Rhino one for example. I just like edit it from there. Edit Style or match
style, cetera. Depends on what I
want to do with it. But again, this is the
digital text object or text element. And TextObject will give us, will give us directly
geometrical elements that are based on the text. So that's a quick, Let's
say I want to just to let you know about texts and how you can use texts and Rhino, either digitally to have
text as part of annotations and diagrams or
lymphatic manufacturing, how you can convert these into
curves and lines or dark. Let's start with
TextObject and then have them as solids or
curves or Surfaces.
25. Vase 3D Pattern 1 - Base Surface revolve: This is another
project slash exercise during which we're going
to apply some steps. And then you're going to try to do the same then on your own. And then we're gonna
show you the solution and then back-and-forth, etc. until we reach the final result. This is about a vase with 3D Pattern applied on
its external surface. Here we're going to start
with a different method. In the beginning,
the previous vase, we start first with the sphere. Then we rebuilt this sphere. We added more control points and we affected those points. And then we made a cut and then we gave it
a thickness, etcetera. Here we're going to
start in different way, are going to start with a
profile curve first defines the external surface
of the phase. And it's going to be
more or less like a not so much like
crazy organic shape, but more of a simple
revolve shape. And then on which we're
going to lay down, we're going to just
flow on that surface some geometrical shapes and
show you how we can do that. Then finally, just
finish up the vase. I'm going to draw first in the front view
the profile curve. I'm going to make a new, new layer called curve profile. Double-click at an activated. And then I'm going to start with this control point on curve. And I will first just
type zero comma zero, comma zero to make sure that I'm starting at the origin
enter or space. And then here, you've
seen that when I'm moving away my cursor, I can see the distance that
I moved away from the point. So now it's at the
point just now zero. And when I move away, now it's 20 numerous like this. Then I can go
beyond that, right? So let's say I want to go
maybe somewhere in there, around that distance there, and then click, just a few
series of clicks like that. So now it's then I'm going
to do this and that, and that would represent
the opening of the vase. I can even move
the slide inside. I will also move
this point there, this point down to
it, more like that. And try to have also, let's say this kind of like
more or less than say, tangent to this line and not
doing this or doing that. Because we're going to now
revolve it and undo this. Want to make it something that's more or less tangent like that? Okay. Also move this
down a little bit. This up a little bit like that. Will maybe move all of these
slightly to the inside. I think that's not bad. And then now, once
having done that, I'm going to make a new
layer called Revolve. Click there. I'm
going to revolve this around the central axis. So Revolve, Revolve. Select curve to Revolve, click space, Render, and
start off revolve axis. I'm going to click on
this point and then just move in the vertical
direction and then click. And then here it's
going to ask me about the start angle zero. And you can see that it
looks like a bit too large. That's fine. We can
then later on well, what changed after here? Change it if I want to
change it right now, but it's fine for
me now like this. Start angle zero and is 360
space or enter, and I'm done. Now I made a quick
Revolve vase like that. I'm going to want the drop-down arrow and
then right-click on this. Two goes to all
of the Viewports. The main focus, the main goal of this project exercise is to
show you how we can flow 3D Pattern geometries on a surface that in this case
is the surface of a vase. Alright. So now I'm
going to go back to, well, now to the top view. And before continuing, please now I would ask you
to do the same, follow the same steps. Please draw first
a profile curve. And one of the orthogonal views, either front alright view and make revolt or
flight prior Revolve. And make sure that the
revolve axis is hitting at least the end of the curve so that it's a
closed surface on the bottom. And it has a, more or less a decent opening
on the top one and see later on why it should not be, let's say now too small. Because then we're
going to also apply a certain thickness vase. And so yeah, so just something
similar to this one. Different, of course
it's your design. So please try to apply
these two steps. First, let's give ourselves like five-minutes
or maybe 10 min. And then after that,
we're gonna go up, come back, and then
continue with these steps.
26. Vase 3D Pattern 2 - 3D Pattern Triangle: Alright, now I want
to create UV curve, which is its going to extract from this surface,
It's UV curve. In other words, is going to
flatten down the surface, but only as a curve,
as a rectangle. So I'm going to make a
new layer called Create. You curve. I'm going to also
type here, create. You can see that I
got the first option, saccades holiday regions
by one, create UV curve. On this one to
activate this one, select surface to
create UV curves and points, space or Enter. And now I got my UV curve. So this represents
the surface from this point along the way
going up to that point. So basically as if it took this profile and can stretch
it to get its height. It's like length basically. And then also the length of the, the revolution of the
surface self and the width, the width of it, Let's
say this direction. So this represents now that
now I can move it around. Alright, I got it
and then I move it around. I'll go to the top view. Okay? Now I want to draw a 3D pattern that would be
then applied on the second, i'm, I'm working in 2D here. Then after that I'm going
to bring this 2D work. And then applied there. It's going to be like 2D
and 3D not only to D, but basically the main vase
of it is going to be 2D. So I'm going to make a new layer and then
I'm going to call it Triangle FERC message
one triangle. I'm going to show you
here what I mean by this. So I want to draw a
Triangular pattern that I want to flow on this surface.
That's my main goal. I'm going to go to the
polygon, drop-down polygon. And then one here I'm
going to say number of Slough sides, three, not six. So it's gonna be a triangle. I'm gonna click anywhere. It doesn't really
matter for now. And I'm going to
make this shift. I can snap this one up like this and click,
that's my triangle. I can now scale it
if I wanted to. For example, I can fill it. It's corners. So I'm going out to
also right-click and then duplicate
layer and objects. And we'll say filleted corners. I will activate this
one from this off. And then I'm gonna
say fill it. Corners. Click on this one. And then
here I can determine the, let's see if two
would work or not. If I say yes. Okay, not bad. I'm going to say actually three, let's say regretful
it like that. Okay. Once having done that, then I'm going to make
a 3D shape out of it. Now maybe it looks like, I mean, I don't know the end how
it's going to look like. Maybe that's fine as a size
because this is going to wrap all around the vase. I think that would be not
be like more or less good. I'm going to, I want
now to Extract, actually I want to now
to build the 3D surface. That then at that and I
clipped S to zoom selected. To just focus on this for now what I orbit around this one. I want to make a 3D
surface out of this. With which these, so this
curve would be the edge of it, the open edge of it. There are many ways
of doing this. I'm gonna show one of the ways, one you with adult use
yet, which is patching. I'm going to make a new layer. I'm going to call it point. I'm going to activate
this point layer. I'm going to the top view. And I'm going just to
draw some guidelines. Like I'm going to draw a curve
from this mid quad there, that one, and then from here to there just to find its
center point or centroid. Okay? Now that I have this
point there, the location, I'm going to now make a point, only one point and click. And that's it. Now I can
get rid of these curves. These are just made
as guidelines. Then I'm going to move this
point slightly downwards. Like that. Then here I'm
going to make a new layer. I'm going to call it patch
and activate this one. So now want to make
a surface that would go through this curve
and this point. Okay, There's an
interesting command for that will just call patch. Now type patch. Here we're going to say
select curves, points, point clouds, and Meshes to fit through a certificate
service through. If I select these of that and
I say space-bar or enter. And here I have now this
patch Surface options. I have these options for now. If I tried to see
the preview of it. We're gonna get
this as a preview. That's a really
nice smooth curve that's passing
through the point. And this curve, I can
add more points if I wanted to just to force it to pass
through these points. For now, I'm fine with this one. And so here let's say just the agency I can check
out what that will do. Automatic Trim. Okay. So if I deselect automatic term, it's gonna kinda like make
it slightly more overflow, like beyond the curve. Now, one thing if
I don't do this, if I don't do this and
I go to the front view and zoom slightly
to it like that. You can see that this preview of the surface is not totally flat. And I want actually the
part to be totally flat. That's really important,
really, really important. It may cause some problems if I don't take care of
this right now. So in order to actually
make it totally flat, I'm going to untick
automatic Trim. I don't want to make it trimmed. I wanted I wanted I would like to have it
like this for now. Then I will trim it
manually speaking. Then I will guarantee a
flat, curved edge there. So if I now click Okay. Then actually here
I'm going to say auto magic, Trim, know that. And then I'm going to then
here Making new layer called trimmed surface
or trimmed patch. Because that's one of the patch. I'm going to copy
this for this layer. And I will turn this off
and then I'm going to trim. This is decoding object space
or enter, then click Trim. If I go to the front view again, now I can see that I have well, that's not actually
what I wanted to get. Let's see that. Weird.
Again. Let's do this again. This should be flat parts. If we go to the front
view, that's flat, right? If I could perspective,
if I Trim again, Trim. Go to front. Okay. That's weird. I will actually under that
section, unexecuted at all. If I say Trim,
click, sorry, Trim. Click on this one, not this one. Deselect this one or two
front-end and click here. Okay, so maybe I have to do this in the front
view. The trimming. That's actually unexpected, but it's good to
know this right now. So again, undo to show
what happened if I, if I Trim in the
perspective view. So Trim, click on this
and this is flat, right? If I click on this right now, it will not Trim it
correctly if I do this. So if I Trim, click on this space or enter,
then select object to Trim. If I click on this, the front view to check zoom in. It's not trimming the surface
as it should be trimmed. So I will undo this. I will make use of
these viewports. I will again Trim, click on this curve,
cutting objects. Then I will move to the
front or to the right. Viewports. I will click
on space or enter. Then I will now four
select object to Trim. Then I would click
on this surface and then now a Trim
that correctly. So this is this is
one of the reasons why I prefer to trim things. If the trimming object is flat, it's better to trim
the other surface and it to the viewport,
not any 3D view port. That's really important,
really important. Alright, so now that we
are sure that this is, this has a flat boundary. What I can do this to
double-check that as well, I can use the command Cap Alright, so it kept it. So now I am sure that
this boundary is flat and the edges is
closed, not open, right? Obviously, I'm
going to undo this. I'm gonna keep this open.
But I'm sure now that this surface has its
edge there, flat. I double-check this
visually speaking. And the third double-check
is I was able to cap it. Okay. I'm going to undo that, but that's only for you to know. It hasn't been now some some
few steps that we have done. Please try on your own again
now to I'm make the grid UV curve first from
the, from the Revolve. Then just to make
things slightly more different and more like, just give it like more
richness and the work. I would say try please do. Instead of drawing a triangle, try to draw a diamond, which means like it's
based on a square. So if I now, I'm going to hear Making
new layer called Diamond. And actually here I'm going to make like sub-layers
and I will take this, will actually I'm going
to, okay, I wanna do here. I want to move these ones
under the triangle layer. So I will do this
and I will just select them and then I
will click and drag on that layer so that these become now sub-layers
of this one. Just to know that this part
includes only the triangle. Then this part now
Diamond will include only now the triangle,
the diamonds. And even here I would say, I'll make a new one,
I'll move it up. And I will say base curve, and I will select the one from the main layer and
then I will move it to this base curve so that
the mirror is always empty. Let's, and this one is empty. And then it includes
these layers that have just the following steps. Again here. So Diamond
and we're gonna make no base curve. I'm gonna show you first,
I'm gonna draw for you now the base curve diamond. Go to the top view.
Again, use the polygon. Are upsides for, I'll click
with the shift. Do this. And then I can, for
example, here just to make it more stretch, I can make it like
that, for example. Then here you have to
fill out the corners. Use maybe a point or maybe
two points are up to you. Apply a patch, but with
automatic Trim Off. And then show omega1, the patched surface
in 2D viewport, not in 3D as we've seen here. Like that, to reach
that results. And then also looks, this looks like
slightly big moment, just make it slightly
smaller like that. Now, it doesn't
really matter where the location of
it is on that UV. Later on show you, I'm
going to eat your own, show you what we're
gonna do this. But for now, please make
sure that we have this. And then after we come back, I'm going to make
it for you can just awesome do it and show
you the solution. Or we can do this, okay, and then move forward
with the other steps. Alright? For this maybe also, let's give ourselves like maybe 10 min to try to fill
it the corners at the point, the center of this patch
surface and then trim it. So 10 min
27. Vase 3D Pattern 3 - 3D Pattern Diamond SOLUTION: Alright, so I hope
that you're able to apply the following
steps on the diamond. I'm going to also now to do it. So first let's hear like
you just choose this one. So Diamond and then paste fluted corners.
Activate this one. I'm going to use Philip corners. Will keep it at three. Okay. That's not bad. And then I will
also add the point. I'm just making all of
these, by the way, I mean, you don't need really to make
all of these layers, right? I'm just doing it
here just for you to understand the process
of what I was doing. Basically, that's
the only reason because they are
now learning it. And it's important to
for you to understand these steps and the
process overall. And that's why I'm
just making these. Otherwise. I like sometimes they would skip
making these layers. Alright, I made now these guidelines and
added a point or villi. These ones go to the 3D view. Click Zoom S, S, enter. Okay, I will also move
this slightly downwards. Then I will make a Patch to dramatic Trim. Know, I will patch these ones. Preview. Okay, looks
good. Alright. And then here I will again trimmed Patch also make copy this
name of the layer, make new layer and then
paste the name of it. Now, Apply it, Trim this recording object
curve and then go to the 2D viewport space. Enter then the object to Trim. Zoom N, visually
speaking, all looks good. Space or Enter to finish it, then double-checking by
capping it is a double-check. Okay. It can be kept so it's a flat edge. I
will undo the gap. Alright, so that's
now what we have. We have two options,
Triangle and Diamond. And we went out to activity
default, the empty layer. I will now turn off
the diamond layer. I'll go back to the triangle. And now what you want to do
is we want to take this off, take all of these off. Now, I would like to
expand the top view. I would like to make a pattern, okay, In array of triangles. So let's see now
how we can do this. I'm going to duplicate
layer and objects. And then here you
want to say Array. Double-click, turn this off. Here I only have the surface, only have the surface
itself. That's good. Okay, Now I'm going
to type array. And Let's see here maybe
you would night would like to have in the x-direction. Let's see, maybe 30. In the y-direction,
maybe ten. And the Z1. So no move in the z-direction. If I click and drag. So even if they don't
fit, That's fine. Actually know what, I
don't want this yet, the y-direction
because I want to also add some mirroring. So first, I would like to just escape all first array,
only the x-direction. So in this case here, it looks like maybe if
it doesn't really fit, maybe 20 y1, z1 space or enter. Okay, so maybe that's, that looks like good work. Now it is not fitting exactly. So I can now maybe a copy these. Actually I'm going to undo this. Again, make an array of 25 space because we're
Enter and then click, drag. And I click. Okay, I'm going to
remove these two ones. Okay? And now after that, so this is the array. Then I will apply
some mirroring. So first I will copy. So actually that will
just make a new layer, just duplicate layer N objects. And then I'm gonna say, so. I turn this off. And I will now copy this with an x-ray
with the shift click. Then I will select
this and then I will rotate them like that. And now we'll make an order to make them
like centered exactly. I will just like
draw some guiding Geometries like this. So this is the midpoint. So that I am sure that
this is matching, or let's say centered. Click and move up like that. Will delete these ones now, don't, I don't read them now. And now I want to
add some mirroring. So now I would click on mirror
and I will click there. That's slightly more space. Then I will move this one up. Now, I would like to say
the distance between these and these to be equal to the distance
between these and these. So then I will
say, I will try to find the distance with distance like magic perpendicular
snap, that's 2.488 mm. Then I'm going to now draw
a line from here, bottom, 2.488 mm, Enter and
Space or enter. Then I will select these Only, and then I will move
them to the right there. So now that's my base pattern. Then now I will, actually, what I will do is also
now copy these ones. Shift. Again here I will also
make a line and then I will say 2.488 Enter or Space. Other ways of doing this, but that's like one of the ways. I will move this
one there as well. Again and also try. I mean, I could keep this there. It's okay. I will
actually move this one. I will move it down. And I will move in
there. It's fine. And then I'll select
now all of these, all of these will deselect
the line and I will mirror them based on this
line like that. Now have enough triangles. I will maybe take of maybe
these ones, let's say. Because here we have the bottom
side of the Revolve vase. If I go to the perspective view, you would imagine that
all of this now will be applied to all of
this Revolve surface. And so I don't want to
see the pattern to be applied at that area. But I wanted to applied maybe starting from here to there. Not also on this area. Only belong this more or less. Be flatter area there
before the curve for the, at the bottom side
and the top side. So I don't know yet now where these would optimally
optimality be placed. But I would assume
that maybe like, maybe even those
should be taken out. So somewhere like there. And then later on
we can change that. We can also effect that.
We can change that. But for now I would
say that maybe this is more or less working pattern at work along the middle
area of the vase. Okay, so now that we
have made this pattern, I want to make
sure that there is no line I'm, I've deleted, but make sure if I
select SELC or V. I have here it says to curves
and this one and this one That's these are the
highlighted ones in yellow. Okay, that's good. I don't have more curves that have been drawn as
guidelines. That's good. Now before we move forward, pizza would ask you to
apply the same with the diamond Pattern,
Diamond base curve. So please now try to Array
and apply a pattern. So Apply these two steps
now with the diamond. And then after we are back, I'm going to show
you how we can do it as a solution is
exercise this step. Alright? For that, I
would assume that we need maybe 15 min to do that. So please try to do that and we can see each other
in 15 min, alright?
28. Vase 3D Pattern 4 - Array SOLUTION: Alright, let's see
now how we can do this with the diamonds. I'm going to activate this one. And then let's see. So here we have these ones that I don't want
to now take off. That's the Trim batch. Just not part of this one. I will actually change
this to this one. Looks like we don't will
reflect lost the patch. So I will actually also, well, up here, it looks like
we don't have this one. It's it's okay, it's fine. Then I'm going to
by the patch again, but without this search
just to give that step. So patch. So we have this as part of
the patch woman extreme know. Okay, and that was the one that was, that has been trimmed. Alright, now let's
apply in array. I will copy this to the array. I'll go to the top
view. I will move this somewhere there and
then I will buy an array. First in the x-direction, 25. Maybe they're Enter
will take this off. And then here I'm
going to also again to Knox after the array and then I want to
make it pattern. So you Layer Pattern
from the array. Copy these two, this
one. Turn this off. And then here I will copy these to make sure that
they are centered. I'm going to make a line. And then these ones
along this line. And almost done. Then I will here. Let's see. So in
this case you don't have to rotate anything. I'm going to just select
these and then I will mirror them based on
the center point, the midpoint of these
ones like that. That's it. And so
I'm gonna select these ones and then also
mirrored them based on this one. Like that. Let's see if we can use the same with
this is the last mirror. Error them as well. And almost done. Yeah, let's let's do that. Let's keep these. Oh, it looks like something is not totally correct
there for some reason. I slide this back that again. Mirror, Shift-click. Select mirror,
point, Shift-click. Alright. I will take
me with this off. Alright. So this is
the solution of a ring and making a pattern
of the diamond shapes. Now going to activate
this one again. Then I'll turn this off again. And now let's go back
to the triangles. Alright. Now, let's see what are the remaining steps
to flow these shapes, this pattern on the surface
of the revolved vase
29. Vase 3D Pattern 5 - Preparing Base Surface Triangle: The first thing before we apply the Flowing
on the surface, we need to adjust this pattern with the boundary rectangle. Here. What I would do is I
will turn on the rectangle. I will actually change this skill is slightly to
make it fit with the pattern. So what I will do is
let's see degree. This is the great UV curve. Spawn this as part
of the Revolve, okay, but this should
be part of this layer. Change this one to this layer. Now I will right-click and then double-click Duplicate
Layer and objects. And here I would say adjusted. And I will edit part of the triangle down and
I will turn this off. And this is now part of the triangle layer create
UV curve adjusted. Okay? Then now here
what I will do is I will select these points. And we'll just take this as a Snapping smart guide and
we'll move this one there. And we'll also with the
same for other side. It should be Snapping to this triangle or actually
what I can do as well. I can select these ones. And I can mirror these ones
based on the on this quads. Then go back again to this one. And I, all of these two ones based on this one. Alright, that's the first step. Now the second step, I'm also a new layer called
planar surface. I will activate
this one and then I will type planar surface. Make sure that this part of the planar surface
perspective view. Okay, Then want Apply
now a BooleanDifference on that surface with
this 3D better. So I'm going to make a new layer called
Boolean difference. And we'll copy this
one to this layer. Copy, turn this off. I want to keep that as a vase. And then I will now type either BooleanDifference
from there or I can click on this
BooleanDifference. Click on this will
go to the top view. And I will only select the
ones that are inside of the rectangle and not
the ones outside. Okay, That's the first time. Space or enter and
then wait a bit. Might take some time to
apply the BooleanDifference. Of course, delete input is
set to No, that's important. Don't want to delete the input. So now it's willing the planar
surface with the pattern. I can check it in 3D. I can turn off the pattern. And you can see that now we
have this surface generated with these inference of the triangles being
applied on it. You can imagine now
that one Apply, now this whole thing on a
rapid round, this vase there. Okay? Now I will turn
on again the pattern. And I will do here is
I will add these few. Just copy them to the
BooleanDifference layer. Copy, turn the Pattern off, and I will a planet BooleanDifference
again with these ones. Make them part of this. Once you've done that with
the previous will difference, but I prefer to look
like in Step-by-step, just avoid any issues if there are any issues
that might happen. And then I'm going to use the curve of the
create UV curve, adjusted this layer in order to trim out these extra parts. So I will now have
this selected. I will type Trim and now
objects to Trim set of Trim. I'm going to go click on this
one like that. On this one. So one, sorry if you can do that is ones I want to take off. So I will just remove them from this BooleanDifference
layer. Remove them. Now have this layer,
then I will Trim of these parts with this curve. Click that as well. Alright. So now we have this
surface that is ready to flow on the revolve. Now, I would ask before
do that, please. I will ask you to again apply the same steps
with the diamonds. Okay? So please try to apply these with the diamonds
in order to reach this result where we
have this surface with the imprints of the 3D
pattern on it, part of it. And then after that we're
going to apply the flow on Surface. And after they were. So once you try that and we'll also
show you the solution, how we can do it with
the diamonds and then we can apply
the flow itera. Alright, for this may be also, maybe we might want to take, let's say maybe 15 min as well. So please start to apply that. Then we can come back and
show the distribution. Alright? So 15 min
30. Vase 3D Pattern 6 - Preparing Base Surface Triangle SOLUTION: I hope that you have, you're
able to achieve the Boolean, this part, but with Diamonds, Let's do it together. I'm going to turn
off this layer. Turn on again this layer. And then I will take also
the name of this one, will make an error here
under the diamond. Then copy the name there. Then I'm going to copy this to this layer and then
I will turn this off. Okay? Go to the top view. I will actually here, move these points of
this adjusted now. See to the top right.
So let's do that. So click, click, tangent as
well. Both work. And then also do the
same there at the end. Make sure that it's aligned. Alright? So it looks
like at sculpt, I will delete these
ones that are beyond or outside
the boundaries. So that's first step.
Then I will make a planar surface
out of this curve. Planar surface. So
that's surface layer. And then I would like to Apply
a BooleanDifference layer. And here I will copy
this one to this layer. Turn this off, turn this
off, keep the pattern on. And then I will type
BooleanDifference. Click on this special Enter. Then I'm going to all
here, select all of them, even with the ones going beyond
the boundary, it's fine. Space where Enter we debit. Alright? So we see that we still have
those ones from the pattern. Now we don't see them
because they pattern is off. I turned it off.
Alright, looks fine. I will turn on again
the layer of the curve, and then I will use this to trim out these ones at the edge. Perfect. Alright, so that's now our option or variant
with the diamonds. Okay? Now, let's go
back to the triangles. Then now try to flow this
on the surface of the vase
31. Vase 3D Pattern 7 - Flowing Triangular pattern on Vase: And for this, Let's try
now to make a new layer called Flow long surface. And they will activate this one. And let's type flow
along surface. This one. Here we're going to
ask us few things. The first thing is about the select objects to
flow along a surface. It's gonna be this one. Space renter. Then
first the Base Surface, select edge near a corner. This is regarding
the Base Surface that represents this one. So all of this but
without this patterns. So if for example, at
double-click on this, I turn this off and I
turn this on this one, the parents surface
that has been made or extracted from the
Create UV curve. Adjust this one. Click on this. Then now here I will have now to click
on the target surface. Here, I will just keep
these as they are for now, not change anything with it. I'm going to click. So you see this is
the SIM curve, right? It's like slightly thicker
than the other IsoCurves. I want you to click
on this side here. And they will try to have my cursor close to one of
the IsoCurves to make sure that I'm clicked on
this part and not that Rhino would consider
the double-clicking on the other side, on this one, from this side, but on this side. And the cursor close
to the IsoCurves. And then I would now
click on this and then wait without
having to click on space-bar or enter
morphed one objects. And that was a thing because
of it was done on that one. Yes. Okay. So this was made
and put this over the BooleanDifference
because this was actually part of that layer. That's why it came in the
same layer of this one. Okay. Now, you can see that it
looks slightly strange. I mean, it did what
I wanted to do, but not in the way I
wanted to be made in. But it's not applied. I would say uniformally
along the surface. So it looks like here. These are, let's see, a really small and these are like kind of stretched out really big way. This is because
this has caused by the original Revolve surface. If I undo this Control Z. And if we look at this, again, this Revolve Surface,
we can see that this is the resultant of
the profile curve, right? This one. And these IsoCurves
high of the Revolve were made because of these control points
that constitute the profile curve, right? So Rhino just drew these IsoCurves to be
close to these points. However, now, although it
looks fine to us as a surface, if we want to flow along this
surface and other pattern, it will look like on
uniform, non-uniform. So if I undo these, if I, if I undo the deleting
of this and I keep this, I'm going to actually
keep this as an example because just for us to learn from and
to understand that, we need sometimes to
also apply some fixings. I'm going to right-click on this and change this to this layer. And also turn off this revolves and I only have
this one inside of, also turn off the curve. So now I have this one
part of this layer. Here. It's FlowAlongSurface. I would say on revolve, evolved,
Surface, original. Then I will make a new layer
called Revolve Rebuild. Double-click. I'm going
to take this off. I will turn this on and I will copy this inside
of this layer Copy. We'll turn this
off. Now I want to rebuild this surface so that these ISO curve curves would be more uniformally organized Along the surface. If I Rebuild this
and I say degree 33, UV count 8.8, I will not change that
or not add more points. I'll just note, Rebuild
them so that I will get a better separation of better
organization of these ones. I say now, okay? And now you can see
that there's like a more uniform distance
between these ones. So the difference between, if I now click on this
one to see the difference between this one and this one. This is the 3D world one. So slightly kind of not exactly matching the shape
of it. It's fine. But now we have this
Rebuild surface with a better organization of the IsoCurves of the other
Curve Surface curves. Now, I'm going to copy
this layer and I will make now a new layer on
revolved surface rebuilt. I'll not Apply the same thing. I will turn on this one again. So flow along Surface. First thing I need to select the objects to flow
along the surface. Spatial Enter,
then Base Surface. I will take this off, take this answer that I just make sure that I'm
only selecting this one. And then without selecting or without hitting space or Enter, then now I'm going
to click on the, on this side of the
target surface. This has been rebuilt. And try to be also near
one of the IsoCurves. Click and wait. But escalating any
Enter or Spacebar. We're now it came inside of this layer, the
BooleanDifference. Let's see what we
get as a result. Alright, so now we have a more uniform separation or let's say a more uniform
application of these, of this pattern on that surface. And that's because
we rebuilt it. I click on this and I will right-click and
change object layer. So this game inside of the
BooleanDifference layer. I can turn this
off, turn this off. So now I have this
result now. Okay? Now if we wanted to actually to apply this, but
in invertebrates, so I want maybe to
have these two, the inside, not the, the outside like this. So going inside, not outside, then I will do the same thing. But instead of feeling on
this side of the same Curve, have to click on the other side. This might be initially if
you did not know about this, maybe your intention is to have these two the
inside and then you always try and retry and then
say, okay, what's going on? What's the matter of what's why it's not doing what
I wanted to do. Actually, it may just be
a simple thing of just, let's say the location of the clicking where
you want to select the surface on which
side of the same curve. So if I hear, let's say here, FlowAlongSurface on
revolved surface rebuilt. Say side one. I will right-click and I will duplicate layer
without objects. And then I'm going to just
rename this to site two. Or I would say just to
also make it clearer side. Let's call this, let's say
this is the same curve right? Of the rebuilt Revolve. I would say the left, left side of left side of CME. And then right side. To really be clear about this, right side of seem. Alright. So this was, this is the result
based on clicking while applying it to the
left side of the scene. Again, I'm going to turn this
on and the other ones on. So again, we'll along Surface, select space or enter. Then I will turn
this off, this one. I'm going to click on this one. And then now the target surface, instead of thinking
on this side, they want to click on this side, also on one of the IsoCurves
to be close to that one. And hopefully that now we will
have the expected result. Hopefully should be
working on that. Okay, now let's turn on the Boolean difference because it's comes covenant
side of this one. And we have this one like that. If I now turn this off and I'll click, and I will make this
inside of this layer. So now you can see that these are now to the other side,
inverted other side. The other side. Maybe that's what you
wanna do. Maybe that is your intention, maybe
the other way around. So I'm actually just
letting you know that it will make a
big difference if, when while applying the
FlowAlongSurface command, it will make a big difference. The location where you click on the target surface from the
same curve or the same line, either from one of
the sides is going to make a big difference
and you may not actually understand or discovery that the issue if you
don't understand this. And I'm telling you this, and I'm showing you those
two options that Clicking on the left side will
give us this result. Click on the right
side will give us this result without
needing to flip. The normals or anything, just the location of the clicking will make
a big difference. Will be the difference. Okay? And as I was expecting
as well that I just left these this void and void because I didn't
want to apply these this pattern to this
side and this side. So it looks fine
to me. And yeah, so that's how we can apply it. I can turn the, for example, the Arctic View. See the results. Looks nice like a semi
Rendered view of the vase. And I would also
please ask you to try to apply the same
steps with the diamonds. Also, I would think maybe
15 min would be good. And then after that, I'm
going to show you how we can apply them shortly. Also going to do with them. Show you the solution
of that with the diamonds and apply
them to the surface. Make sure to make a new layer
and then rebuild this one, the original one,
the Revolve one, and then follow the
steps three clicks, three things to select. First, the Boolean surface
than the reference, the Base Surface, then the target surface
and thrombin surface. Again. Be careful where you
clicked on which side of the same line in order to
get the anticipated result. So let's please have 50 min and then we'll have the
solution, should solution. Alright, so 50 min please
32. Vase 3D Pattern 8 - Flowing Diamond pattern on Vase SOLUTION: Alright, so I hope
that you were able to apply the same
FlowAlongSurface, the diamonds there
strategy, how we can do it. I'm going to bring
this back to ghosted. And let's make this off. All of these off actually.
Alright, so the diamonds and I will also use the same interest to
see what would happen if we don't rebuilds. Revolve. Alright, first, let's try to see what happens if we do
Apply the FlowAlongSurface, but without rebuilding
the Revolve objects, then I will click on the surface and then target and click on one of
these sides there. Now it's given started with
the BooleanDifference layer. Alright? Alright, so the expected result
that it was like it's not uniformly spread
along the surface. And it's good to have this as a reference
for us to understand that this is applied before
rebuilding the revolution. Select this and then when I right-click it and
change object layer, I'm going to read. So I can actually take the, the Revolve rebuilt
from this layer. I will right-click and I will duplicate layer and objects. And I will bring it there. Bring it down. You can see it's off and how turn
these off, alright. And also this one. Alright, so this is
rebuilt one that we have done previously
for the triangles. Now, I will copy this name of this layer and it will make it neater and
then paste the name. Copy also this one, Base the name for this one. And now let's try again
to FlowAlongSurface. But with this one
being the target, I will turn on the Boolean. Difference, will type
FlowAlongSurface. Click on this one.
Special enter. Turn this off, turn this on, click on this one, and
click on this side, the left side, first, the scene. And then now we turn on the BooleanDifference layer
in which the result came in. And we have this nicely spread out flown along this
pattern, along the surface. The better that you
made out of diamonds. I'm going to right-click,
select, right-click, and then change object
layer to this one. I will double-click on this one, then turn off this one and again Apply the same thing,
the same steps. Flowalongsurface, click
on this space or enter, turn this on, turn this off. I will click on this and then I'll click now
from the right side, other side of the CMB
curve on the revolve, on the rebuilt Revolve
and the weight of it. Now I can turn on the
BooleanDifference. There. Alright, I'm gonna
click on this, select these ones, right-click and change
object layer to this one. Turn off, this one
turned off, turn off. And now I can see these applied, but now to the inside. Alright, so that's the solution. That's how we can apply this
effect with the diamonds. Right? Now lastly, I'm going
to go back to the triangles. Lastly, I'm going now to, let's maybe use this one. For example. Turn off
this one and this one. I would like to of course, obviously give it a
thickness, right? I'm going to use the, the Rebuild, the
Rebuild revolve. I'm going to offset this one. So I'm gonna make a new layer called offset external surface. This one, I'm going to offset surface will click
to flip the normals, the direction of the offset, I'm gonna say distance
is equal to five. Spatial enters face
or enter again. And now this is the
thickness of it. This is inside of the
internal surface. If we turn on one of these, so the external one is fine, but if the internal one, is it, are they hitting, are
they touching? No. That's good. Because they're depth
is less than 5 mm. Going to turn this off. So now we have the
internal surface over the external surface, then we can do something. Now I would maybe
try to ask you, what do you think would be the command that should be used here in order to close
these two together. Of course, it's not
only one solution, there are many solutions,
but there's one solution, one method that we used prior to this one that would work and
would close these together. I'm going to give
you maybe like 5 s to think about it before
I tell you about it. Then here we need to apply, again a blend surface to
connect both together. And I'm making you
Surface blend SRF. And I will activate this one. I will blend, blend edge, but blend surface, click,
click. Looks fine. Then I can maybe use this one or this one
to be like sharp one, but I would like to make
it rounded like that. Will not affect these ones,
will give them as they are. They will say OK. So now I
got this one. Blend surface. I can go to the Arctic View. You can see this like
a nicely modeled vase with a Pattern flown
along the surface of it. That's one of the options
or that's the other option. Now as the last step in this
project slash exercise, I would please ask you
to also apply the same, which is first to get offset the surface declared external
surface of the rebuilt, this one without
the pattern first. So you need to make
an offset to get the internal surface
and then apply a blend surface to
blend the interface, the connection between both
to avoid have any openings. Alright, so for that maybe
I think we may need, let's say five-minutes
to do that. And then I'm gonna show
you how we can do it. And useless, apply this
to the diamond variant. Alright? So five-minutes
33. Vase 3D Pattern 9 - Closing Vase SOLUTION: Alright, I hope that
you are able to finish the diamond part by getting an internal surface and
bending the Surface together. I'm going to turn this on. I will turn this off. Here. Again. I'm going to make a new surface, new layer, sorry, called offset, General Surface. Alright, double-click. For that. I would need to use
this one, original one, and then I will type offset
Surface. Click on this one. Click to flip the
direction and then space or Enter again to
complete the offset. And then I will here make
a new layer as well and then call it blend SRF
for blend surface. I will blend. So one of these, when this one blend
surface, click. So it looks like we
have both overlapping. It's sine blend
surface again click. And if you are fine with these settings and
we can say, Okay, then now we have
this blend surface between both internal, external. Now, if you want to join
these Surface together, order to get a
Closed Polysurface, let's see how we can do it. I'm going to make
a new layer called joint Closed poly surface. And I will activate this one. Now we need to select
the external one, the blend and the internal one, and copy all of these
three ones to this layer. Copy objects to layer because
I want to keep these steps. So take this off of, right. I have now have these
three ones together. And then now I'll type
Join, join, select these. Again. Join that. Or I can select them
first and then join. Alright. Now if we get an
open Polysurface like that, we would like to
just investigate where that opening is,
where it could be. I go to analyze edge
tools, show edges. And this will show
me the naked Azure, so the open edges
with that color. If I were, just move
around now it looks like it's somewhere
there. Right there. And I would guess that this
is from the internal side. Maybe that was caused when we did the opposite
surface to the inside. So we've got this
as a resultant. I think most likely this can
be solved by copying it. I'm going to click on this, the open Polysurface and
then I'm going to type Cap space or Enter. And now it kept it. So now we have a
Closed Polysurface. Usually. That is can, we, can be, can happen if let's
say we are having an offset. And then for some
reason like Rhino doesn't kind of figure out the interface at
that area and then it leaves an open edge. That case, you may be surprised, Oh, why that happened? I mean, you did not let Trim it or BooleanDifference
with anything. It should work, but it doesn't really work like that.
You need to cap it. And that's why, that's how
we can investigate it. We can use the Analyze
edge tools, show edges. We can check this out where it is and then we can cap
it and it should work. Alright, so that's for you
to know and understand that in case you want it to be Closed Polysurface
for any reason. And this altogether in one
layer alone as one object, then we can do with this,
alright, surrenders you. Now, of course, this is just
an example to show you how we can flow along the
surface certain pattern. And the reserve is also
doesn't need to be flat, but it can be curved like
this vase in this case. And of course, this
can be applied to other design disciplines or situations like an architecture, for example, if, let's say, or Flowing a certain pattern along a facade or infinitive design, if
we were, let's say, Flowing a certain pattern along furniture Surface or sofa, I would imagine, or
a wall or something, or in Product design, Let's see. If you are, let's
say designing a certain whatever like
external surface of a mouse or keyboard or shoe or whatever product that
would require such a pattern, as well as Fashion Design
as well in engineering. So in any design discipline
where require you to flow a certain pattern
along another surface, then you just have to follow the same procedure and
just the same steps. And it's very simple
as you have seen. It looks a little bit intriguing at the beginning,
but as you have seen, the process is pretty much straightforward and can be applied in any design situation.
34. Image Tracing 1 - Rhino Logo: In this lesson, I'm
going to talk about image importing and
image Tracing. In Rhino. You may face a situation
where you might want, let's say to bring in an image, might want to use it
in your drawings, maybe in Rhino, or
even let's say, use an image to extract
from that image drawings. So you want to maybe trace
something from that image, a logo or a text or something. And even let's say you
might want to import maybe PDF documents and then extract from those documents
some technical drawings. Now, those PDF drawings, if they were vectors, then you will, like,
your job will be, let's say 90% done
because Rhino understands that and you can quickly and
easily import that here. But now I would like to show you how we can import
like pure images like JPEG or PNG images in Rhino and show
you how we can trace them. I'm going to import
first the Rhino logo. Drag and drop. And I'm
going here, choose picture. When I do that, I can
click and then click, and then I can do it like this. This is an image, okay? It's a surface that has
the image applied on it. There are many ways
either I would like to treat it manually, right? And so actually I
would need to make a layer called image import. And then I would put this one inside of this layer,
change object layer. And then I will make a
new layer called tracing. And I will click on this one and then I can now
Start tracing. Maybe with the antiquated curve. Then I'll just zoom in and
click me finish this one here, then look again, then
it started again here. I can do that,
right? If I want to. That's totally possible. But this might be a little
bit time-consuming. There is a really
nice workaround regarding tracing images. And it is by using Adobe Illustrator in
combination with Rhino. It is really
interesting to do that. I'm going to show you
how we can do it. I'm going to actually
delete the tracing lines. I'm going to open
Adobe Illustrator. And this is by, by the way, and not the current
version of Adobe CC, but it's an old version of CS6. And despite not being
in current version, I would like to show you
that we can still use that one and use it for,
for this benefit. So I'm going to Import, I'm going to open this
image in Illustrator. And I can easily now
click on image trace. Then I will click on Expand. And then now I can
see that Adobe has understood the
shapes and has also extracted for me
and a group form the paths and the Hatches. So if I cannot, for example, click on this one and then Control Shift G
to ungroup these. Now I can click,
separate them each one and I can move them around. So now I have these
as vector work as vector lines and not
as rasterized image. Now, the last step here and the quick step
here is I can now export this as a DWG file. And here I will just keep
these as they are for now. I will not really bother with these settings because anyway, I can rescale that in Rhino. This is the Export DWG file. Then I will now drag
and drop in Rhino. And I'm not going
to say open file, because if I will say open file, then it's going to
close this file and then opening that
one in a new file. I would like to
import this file. So the new file inside of my current file,
I'll click Okay. And then here I've also like a window with a lot of options. Doesn't really
matter for me now. It's all fine, like the
standard, I'm gonna say, okay, we'll zoom out. And now I will see that I have
now this gaming like that. I can click here, I have the Hatches, I have the curves. Maybe these audits
say duplicates. I can now, for example, if I want to find out
duplicate curves, I can type select
SEL, do select. It doesn't, It says
it doesn't find, didn't find anything
because maybe there are duplicates
about legs are slightly different for and
at some point, it's fine I can click and delete
and then I'm now I'm sure that I have
only 111 curve. Again, this is the same
thing here I have, let's say also more curves. But it did for me
99% of the work. And just 1 s. Let's see a
few clicks and I'm done. I got this one. I can now maybe give it this another
color or something. I can just use it
for my own in Rhino. And that's it. So that's
a really quick tip to use Adobe Illustrator
in combination with Rhino to trace images instantly. Now, that being said, I'm going to undo the
deletion of these ones. And it looks like these
came into this layer one. And it just made also this
layer zero by default, I think this is empty and
we'll delete this one. And I will call this one
Rhino Logo, DWG import. Okay. I will delete this one because since
we know this trick, Tracing manually now
doesn't make any sense, right? We should not do that. Which to the import at that. This is the image
important that I showed you that we can do
that if you wanted to, and we can use that
one as an image, otherwise we can trace it. Now, I would like you
please do try to import, to do the same steps, but then applied with
the Grasshopper 3D Logo. Alright, this Grasshopper
is a plug-in to Rhino. And at the end of the course, I'm going to give you
a small intro about Grasshopper and what
are its powers. Alright, so please
try to use this one. Hope that you have
Adobe Illustrator. Otherwise, I highly
recommend that you get it. You can get a free
trial using it. It's really good
software, powerful one. And you can convert those images into vector work and then you can put them
inside of Rhino. Now, if you don't have Adobe Illustrator or don't have a license for it
or don't have it. Then one alternative would be to use an online website
to convert for you. You're the images to factor
files and that would be, one of them would
be vectorizer.ai. You can drag and drop an
image here and then you can then convert it out here. Maybe recommend doing
it as DXF for example. If you don't have it. So this
is a free while in better. So maybe then literals is
going to be paid as well. But this is one of the
current ones that are free tools that would convert images into vector
images, orange vector files. Alright, so I'm going
now to say maybe 10 min. Please try to do the same steps with
the Grasshopper logo. And then after that, I'm going to show you
how we can do it. Alright, 10 min
35. Image Tracing 2 - Grasshopper Logo SOLUTION: Alright, so I hope that
you were able to convert the Grasshopper logo into vector and then important
to Rhino as curves. I'm going here instead of doing
it in Illustrator because I've already done that
for the Rhino logo. We're just doing it
with the website. So I'm going to drag and drop this logo to you upside here. And let's see what we get. So this is the
vectorized result, and then I will download it. And then I will hear,
choose DXF, alright, as a file format and then other, the options are fine. I can keep them as they are. But most important thing is DXF. And then I will
click on Download. And now I got the DXF file. I will drag and drop
it inside of Rhino. And also I will say
your Import File. And I'll keep these
settings as they are. And we'll say OK, and now
we've got also this like that. Can, maybe you need this
one or can keep it? And this is part of the
Grasshopper Logo, DXF import. I will delete this one because
this is an empty layer. Alright, and that's my Import. Now, one thing that might happen while importing such an image, which looks like this, right? Is that it may only, let's say, get the fill without the
curve of the internal sites. So maybe, maybe I will
delete this one now. And I will not click. Okay. Maybe you will get
something like this, maybe with Adobe Illustrator. And if you want to
extract these curves, because then you're
going to say, okay, if I click here, I cannot find a curve, like get this boundary right. As, as, as, as a curve. How can I do that? I can do something called dupe border to
duplicate borders, I can type dupe border, click and space or Enter. And now it's going to duplicate the borders of this hatch. This is a hatchery fill. And now I can extract the curve, can move it away for one or two. And now I got the curve. Alright, so in case
that happened, and that's why I intentionally
chose an image like this where have a fill
and then the internal, the center is white. So that maybe the software would assume that
there's nothing there, it's empty, and it might
not even give us a curve. Then in that case you can
simply use dupe border. Of course, this has
been already converted prior to a vector, right? Dxf file. And then
we can do that. Alright, so that's the tip
that will also let you know about as a new command,
duplicate borders. Which is really important. Alright?
36. SubD 1: Alright, let's talk
now about sub D. Sub D is a new object type
introduced in Rhino seven. Rhino is known to be
interviewed software, and it has lot of functions and commands that involve
nerves and nerves, modelling like the Transforms, the Curve tool and the Surface
Tools and solid tools. Also it includes some
mesh editing tools like under the Mesh
tools as well. Here. Although it's not, let's say, fully
advanced in that. Mostly we use Meshes, let's say to export or
to kind of like prepare geometries for 3D printing or CNC milling or
other applications. But the main power of Rhino is focused on NURBS Modelling. Sub D is a different
way of modelling which involves the subdivision of faces and not the full division. I'm going to show you
soon what I mean by that. We can find this under
this up the tools. Now of course, if you
have Rhino six or prior, then you may not see this. I would hear invite you to use around a seven if you don't for 90 days as evaluation
period to check this out, the new feature sub D. And since this is a new introduction of this
object type in Rhino, it's still not, let's
say fully developed. Other software have
more advanced features and tools regarding
sub D modeling. And I'm sure that's
Rhino is going to also develop this more prayer. In the days like few years ago, there were plugins that allow users to model sub D geometries
connected with Rhino, but not as native Rhino
functions and commands. And now it has
become part of Rhino with beginning with Rhino seven. Now, what R sub D is, how we can use them
and what is difference between nerves and
Meshes and SubD these. And then after that it can
also show you a small example about how we can use sub
D with a small project. Also interactive project. I'm going to do some steps
and you are going to follow up on those and then you can finish up nice project together. Alright, so first, if
we go back to NURBS, just understand the difference
between these types. If I Draw, for
example, now a sphere. Sphere like this. For example. This sphere is a surface,
a closed surface. If I want to change
the shape of it, I could either turn on the points and I
can move them around. Or first maybe I
could also Rebuild it to add more points
and the degree, degree of three in this
case, for example, and then have 10.10 in
the U and V directions. I have to click and then
click on turn on points. And you can see that
now these points are not exactly on the sphere, but there are around this
really control points. And this also reminds
us of the curves. So when you want
to draw a curve, for example, as a NURBS curve, you click to manage or to
determine the economic points. But you can see that the
curve is not exactly, let's say, passing by the curve. And even if you want, let's say to draw an
interpellate curve, this one, where you want the curve to pass through the points that
you are drawing here. But ultimately this
curve has control points that are beyond that,
like these ones. These are the real
control points of the curves that are simulating, describing the curve that is passing through these points. And each of these points has a degree and a pulling
force towards, towards each one of these. This is similar with
the Surfaces, right? So when we turn on the control points,
then you can also do that, but you can see that it's
not touching the surface, it's away from the surface. Of course, if we had Polysurfaces, it's
gonna be different. So if let's say if I draw
a box for example, right? If I do this,
that's a different, even like a different
type of surfaces that are flat and coordinate
edge surfaces. I want let say now
here to move around, let silicon edge or a
point I can click on Control and Shift and click to select this edge and I
can move it like that. For example, I can move, let's say like a vertex by
clicking on Control and Shift and on this point and
then again select this one. I can also move
it around, right? I can do that with
Polysurfaces that include surfaces that
constitute this Polysurface. I cannot overdo that with the sphere which
has one surface. I cannot let say click on Control and Shift
and click on the, on this intersecting vertex. Or let's say on this edge, if I click on that is going
to select the whole surface. I don't have this
flexibility in a way. I need, in this case to turn on the equals points
or I need to use the get Cage Edit or other methods in
order to change this, to manipulate this form, right? And you've seen this before previously and how
we can do that interestingly and with
some previous examples. Now, Meshes another hands. I'll now draw a mesh, mesh tools, and I Draw a same, similar sphere that
is a mesh like that. You can see here
that we don't have the curviness that we can
see with the nerves, right? This is because in Meshes the, we have always a straight
line between two vertices. If I click on this and I
turn on the control points, these are artists
equal to specifically but the vertices,
the vertex point, that is, for example, in this case forming this phase. And this vision of
this is part of four phases, quad phases. These fields have for edges. This one, for example,
has three edges, right? But the thing is
that if I click on this mesh point and move
it around like that, I have now this
hard corner, right? That's the mesh that is
different from this one. If I move, if I
click on this and I turn on the cultural point, I have this interpolation or this estimation of the
shape based on this point, pulling force and the degree of the point, etcetera, right? With measures, we have
this type of geometry. When we want to have, let's
say like a smooth geometry, we would need to increase
the mesh, the vertex count. If we want to have a
rough mesh geometry that we would decrease
the mesh current. Also, what I can do
is, for example, I can convert this to
mesh if I now copy this one side here
under the Mesh, and I click on this and I
type mesh space or enter. And in this case, I just want to make use
the simple controls. If I use more polygons, just like move the slider
four to the right. And I say, okay,
it's gonna hear, give me a mesh that has a
lot of polygons trying to mimic or have the same that is mostly close
to this Shaped or two, this one that I just moved
away from it, right? You can see this I mesh. And I've all of these phases
with all of these vertices. You can move these around. If I wanted to write,
I can do that. But the idea is that I
would need here just to add more vertices to
illustrate this shape, the original NURBS one. If I redo this mesh again, I measured out again, but then I use
fewer polygons and for all the way they
left and I say, okay, then I also move
this away from it. You can see that now it's more, it has more edge
geometry, it's more, has more sharp corners
because I'll hold it. I want to have fewer polygons,
fewer vertices, right? So this is in Meshes. If I wanted to select
smooth geometry, I would need to increase the
vertex card font, refer one. I will have to decrease
thicker the vertex count. And we don't have a
smoothness, a curvature. With Meshes. We'd needless say, to use other tools like looping. There is also likely a plugin, reverb plugin that deals
with Meshes and Rebuild Meshes based on few equations that would smooth out Meshes. This is possible,
but it's different, different path, a
different workflow. With with nerves when we
have nerve geometries that have specific control
point counts and Degrees, then we know how we can affect these based on this information. Now SubD these, whatever SubD, these slightly
different than this. If I now draw a sub, I go to SubD the tools and I draw up the sphere like this. Similar size. And first you can see the difference between this one and this one and this one. This has these IsoCurves. This one has these mesh faces, and this one that has
these sub D fixes. Now, the thing is with sub D
is that there are two modes. First, there is the flat mode. And actually we can go, we can toggle between
the sub D display. If I click on this one, either the flat mode
or the smooth mode. Flat mode like this.
Smooth mode like that. Also with the Tab key,
if I click on Tab, it's going to also toggle
between these two modes. Now, the interesting
part with this one is that I can still go to
the control points. I can turn these on. I can see them around them. You can see that difference between this and the Meshes
that the Meshes like exactly on each vertex is the control point
with the nerves. Now similar to the
nerve, that's right. It's like slightly beyond a slightly along or let's say
on the geometry itself. So these are also similar
in a way to nerves that are based on splines. And these lines that form the geometry are based
on degree three splits. Alright, this is good to know. Now the thing is that with SubD, if I want to change this shape, I don't need to go and turn
on the control points. I can do that. It's
totally possible. I can still do that, right? I can do that. I will
now going to undo this. Because with SubD these, if I turn off the ContraPoints, I can actually now here
select edges and vertices. So it's kind of combining both the nervous and the Meshes. If, for example, Control and Shift and
click on this point there, I can move it around and going to also keep
the smoothness of it. I can control and
click on this edge. I can also move it around. I can control and click on the face and also
can move it around. Now I'm also free form
modelling a geometry that is combining the smoothness
of the nerves and the flexibility of the
Meshes where I can also, let's say I can
choose the vertex, choose the edge there. I can move it around
with the control shift. Or I can click and hold
Shift and then face, I can move it around. You see? But this is not smooth and I cannot smooth
this out easily. Let's say I need
another tool, right? But we sub D is totally, let's say faster, right? I can click Shift, Control Shift, and then click, and then again, select this
one again, I can move around. Now I can also let say click and shift and this
face and not need, I cannot only let's
say moving around. They can also let say, extrude it by clicking
on this bowl or I can move this one
with the control. Now I made an extrusion
out of this face. I click on this face again. I can also extrude upwards
maybe with the control. Now, one might ask, when should I use NURBS and
when should I use sub D? What is the difference
between both workflows? Well, there's no like one. Only correct answer
with this question. But generally speaking,
you can use NURBS for Precision geometry,
for Precision Modelling. If, let's say you're
modelling tools, machinery, architectural
models are touchy, it'll buildings, whatever
that is precise, that is based on firstly curves. So basically you would like to, the workflow would be that
you are starting first word, curves with precision. Let's see radii, circles etc. that are offsetted with
really precise distances and then extruded or you have some gloves or whatever
the workflow is, but it's based on
precise dimensions. Then NURBS is the way to go. If you are, on the other hand,
sculpting Product design. We are sculpting mouse, electronics, car,
body parts, etcetera. You are not so much precise. So much strict with the
dimensions and within distances, but more offices
sculpting workflow. Of course, you would like to have some
precision of course. But it's not to the
millimeter, let's say level, but it's more of getting
the general feel about the sculpted design
then sub D would be the way to go for
that being said, you can still sculpt with nerves that with something
that they're not precise. And you can still do Precision Modeling with
sub D. But this is, this ultimately will
be defined by you, by your experience, by
project's goals and needs. You can actually consider here. I would just, just to
compare this with, let's say like a workshop. That workshop you
have many tools. We have a hammer,
you have a sore, you have screwdriver,
you have a drill. You can use, you
can actually make a hole in a piece of food
with a drill, right? That's what is you can
what you should do, right? That's what the
function of drill. However, we can also make
a whole with this group. You can still screw and with
a screwdriver and then you can take this throughout
and then you have a small hole in
the piece of food. So both work. But then based on your experience and if you
have the correct drill size, small drill size, then you can have maybe the best
way to do with the fastest way to do it is with a drill with the
small drill head. If we don't have
that, then workaround would be to use this screw and to drive in a small screw and the piece of food
to get small hole. Right. Because maybe
it happens that you don't have a
correct drill size. This is the same here. It depends on what
you want to do, what you want to achieve. And based on experience and
the project requirements, then you will find the correct, I would say
quote-unquote weight, the proper way to
achieve the results. And of course, you can also
combine both together. So it may be, let's
see, we're starting with something that is sculpt sculptural,
not totally precise. You might want to start
first with sub D, and then maybe that part has
some more precise elements. Then you can model
these ones in nerves. So there is no strict
way of living things. You just need to figure
out the best way. That being said, I don't have, like I would say like an absolute answer
to this question. But generally speaking,
more precision would mean most likely nerves and
more sculpting would mean, would just go for
four with SubD D
37. SubD 2: One other thing I want
to mention here is regarding the
rebuilding of surfaces and the difference
between nerves and sub D. So if I make a quick Surface, NURBS surface like that. And I want to increase
the resolution of the IsoCurves to have more
control on the surface. So if let's say I pre-built and I will have here 3.3 and
then let's say ten by ten, okay, as an example
and say, Okay. And then I will activate
the control points. And now I can do that, right? We have seen this
previously to effect, let's say one part,
one local part. Now you see that
when we did that, it added in both the EU and the V directions the
IsoCurves, right? But maybe I don't
want to have that. Another way that will also have seen is that what I
can do instead of that is to actually
insert naught. And then here, here I
can add more knots. I can toggle. And I cannot add not in the phi
direction, for example. And then we'll say here space
or Enter to finish that. And now I can again turn
on the quarter points and then I can no effect that small local area that
they won't affect. And of course this is doing this and not curve
because the surface was not rebuilt with
degree of two or three. If I have to rebuild the
surface first to say, and then keep the
UV and count 2.2, maybe 3.3, then 4.4 to keep
the degree at three minimum. Say Okay, then if I insert
not this direction, then toggle that
direction, space or Enter. And now if I turn on the
points and I move them around, I will have a curved effect like that because
now the service, the degree of three, right? But still, the thing is that still here with this example, we have this unused IsoCurves
hasn't been added Anyway, along the U and V
direction, right? Which is normal, right? Which is understandable
with NURBS. However, with sub D,
that's not the case. And I show you here
the comparison. I go to SubD the Tools tab and I will hear
creates up the plane. And then click like that. If I click on the tab, I will see the flat mode. If I click on the Tab
again out in smooth mode, if we click on the Tab to bring
it back to the flat mode. If I want you to add, let's say, for example, if, let's say I want to
move things around, if on, let's say
move this phase. I can Control Shift and
click, and I can move it. Let's say up Arctic on the
tab to see the smooth side. Okay. That's fine. I don't have like anyway,
enough subdivisions. That's okay. However, what I can do here, I will undo that.
Undo, and undo. What I can do are
different things. Either I can add
more subdivisions that I can do with
sub-divide sub D, this one, click on this
one, click on the face. It will sub-divide all of
them at one state-like herbs. I can undo control Z. If I click on only
this face with the Control Shift and click
and I sub-divide the sub D, I will only add more
subdivisions here. So that's one way of
doing this without affecting the whole surface. What do another hand as another method is to
only add one edge. And that I can use with, I can do with Insert Edge Loop. If I click on this with
the left mouse button, click on this,
click Space, Enter. Now I can add a new edge. Like that. If I go tab and click and go
now to the flat mode, click again on this one, and click on this one. Or I can click on
this one for example, and again add the
new one. Over here. I can say proportional as well. Or I can also do something
that is different, which is to click on this one. But instead of the full, I can click on it
to make it range. And then I can
click on this one, the smart part, and
especially Enter. And then now I can add this subdivision and that's why it's called SubD these
like a subdivision Within a face without
having to add this, all this stretching IsoCurves
like this one, right? That can do this.
Again the same. Keep it at range. Click on this one again. Now, this one here again, you can see this doing this
because it's proportional. Click on this to make
it absolute, right? So there are different modes of offsetting this one
and adding this one, for example, click on the tab again to bring it
back to smooth. And now I can click on
this one and I can, let's say move it up. I can click on this edge
and move it down, right? So really, it really brings a localized control on adding more solution to the surface and then affecting
that Surface accordingly. While with nerves,
that's not the case. You have to anyway, add more UV curves, UV IsoCurves in
order to affect it. But here it's not the case. I can just say go
here, click on that. Click on this one. This one that's like a small subdivision. And also that's
just as a history. That's why in old plugin
that was used for Rhino. Before introducing
sub D tariff Rhino which was called T Splines. It was actually called T Splines because it's actually adding
this subdivision that looks like a T. It just looks like a T. That's why it's called what's called T Splines. Want, let say add a
subdivision there. I would just go there. And I'll click on this one. This one you can see
now it made it small T. And that's why
it was called T Splines back in the
days when it was popular and it was great
plug-in for Rhino, but then after that, it didn't go forward. And then now we have this sub D, which is exactly these plants and much more functionalities. Alright, so I just wanted to also show you this comparison between nerves and SubD these in terms of
adding more solution. And what does that
mean between both? Now, something to be aware of is that if you want to draw, let's say a curve. And you say, let's say sub D. Friendly. You draw it like that. You can rebuild it. So I can click on this
and again Rebuild. And you can see here, and that's why I was saying that sub D geometries are approximations of surfaces
based on the degree of three. And that's why the degree
here is locked at three. I can add more points
if I wanted to. Or less depends. But if we
make Sub differently is on, this will be locked at three. I can now make this as
not Sub differently. Now I can change the degree
to either two or one. And as we've seen previously, or I can bring it to
four or five until 11. If I say No, I want it leads
to make it SubD differently. Then it will be locked at three. And I will say now, okay, and then this is a sub
differently curve. Now what this means it
also I can make SubD the, even without being friendly,
SubD different cottonwood. Even without being that I
can still make surfaces and then make them sub D or Extract
subsurface out of them. I'm gonna make actually
just also another example. If I make three circles like
that and I move this one up. And this one like
that. For example. Now, if I wanted to rebuild all of the three ones Rebuild, and I would say
SubD differently. So this will be locked
to three, remember that? And I will keep this what then? Preview. Okay, so there are
so-called, That's fine. Okay. And now I can
go to SubD DIY tools. And here we have
something called loft, sub D loft, right? So it's exactly like
the nerves loft, but it's a SubD the loft. If I select these circles. Here, I have these
options where I can add more divisions between
shapes or not. I can do that. We have also
other options if I see, Okay. Okay. So that's a
sub the surface. I cannot rebuild this one.
That's important to know. I could have rebuilt another
service that was a loft, normal loft again,
Rebuild that one. But I cannot rebuild this one. If even if I click on this
one and they type Rebuild, I cannot select it. It says select curves, extrusions or Surface
dribble, but not this one. This cannot be rebuilt Okay, that's also free to know what I can do as
well as for example. But since this is a sub D, If I want to change
it, I can, of course, as we've seen, again, let's say grabbing this edge, I can move it around. I can take this phase as well and then move
it around up and down, whatever it is.
I'll undo this one. There's to keep this flat. Okay. I can cap it. So I'm copying this sub
D. I got this good. This Options go further. If I tap again,
tap again, crease. Yes. So it means that
it will here have a crease and not the
continuously curve shape. And then triangles. Yes, owner depends
again also say no, let's say it added. So as a closed sub D,
it made it like this. If I undo it and I
say triangles, yes. So Cap again, crease
yes and triangles, yes, I will get this result. Also. In addition to not
being able to Rebuild, SubD the surfaces, I
cannot explode them. If I now click unexplored. One sub D cannot be exploded
into multiple parts. Because if this was not sub D, then this would
mean that this is a Polysurface, right?
Remember that? And then we have
here one Surface, second Surface,
and third surface. If this was a Polysurface. But since this is a sub D, This all of these surfaces are understood as one
surface and will decrease and not Polysurfaces. And that's why one service is gonna be exploded
into more surfaces. A Polysurface, yes, it
can be exported into more subsurface or let's say
more surfaces like the box. If I make, again, if
I draw a box, right? This is a Polysurface, I can explode it. And now I have this surface, this surface, the surface right? Which make the box, but this
is not meant to be one, sorry, one Polysurface, but it's actually one surface,
not Polysurface. And that's why it
can be exported. I couldn't explore it,
just doesn't work. The only way to
actually open this up, to really remove this is I can Control Shift and
select and delete. Control Shift and select for
the bottom one and delete. Now I could have done
the same as if I wanted to see to explore it and then remove the
top and bottom. For example. Maybe for
with this box for me, I could have done that, right? But this year I had to
re-explore it here, just had to select them
and then delete them. Okay, So these are few differences that
you should be aware of. You cannot Rebuild a sub the curve with different
degree than three. You cannot Rebuild a
sub D surface at all. And you cannot explore it. Okay, That's, these are
the only thing is to also keep in mind while working and while understanding and choosing
which one you want to go
38. Hammerhead Shark 1 - Body & Hammerhead: Alright, now let's
try to model in 3D a hammerhead shark
using sub D modelling. For that, I have found
on this website. This is the link to the website. I found an interesting
image that includes to the graphics of the
hammerhead shark. And we just need two of these side view and the top
view. This is the bottom. If you don't really
need for that exercise, based only on these two
images are going to try to model this with SubD
D instead of Rhino. I've saved this image for us here in the folder
inside of the course files. And I just need now to drag and drop this image into Rhino. The top view first. And I'll say picture. Okay. We'll click anywhere. Animal, drag. Now we didn't really give a lot of importance
to the dimensions, in this case, millimeters. We don't need to be
super exact with the sizes because later
on we can scale this. But my most important
goal here is to show you and to teach
you how we can model. This is Art of Rhino. And later on,
scaling according to the real Units can be
done. At each stage. I'm going to also make a
new layer called image. And I will change this to this layer because
this is a default. And also we said that the default layer should
always be empty and not used. And so basically, the goal here is that I'm going to use this
image to model it. And I will use the
different Viewports. So according to the
step that I'm in, I'm going to use the top view or the side
view or the front view. It's a true case. This is the front view and
this is the top view, right? So I also want to see it here. Now. This image is
actually a flat here. So what I would like to
do now is to make a copy of this on that and kind of
like match them together. So if I click on this
red Ark of the Gumball, know Jewelry did this image. And I click on the Alt key only once
without holding on it. Lord, now to get this plus
sign next to the cursor. And now I click on the shift in order to snap it like this. And now release. I just made the rotate, rotation of this image and
the copy in the same time. Now, we said that we wanted to match this image basically, so the top view here, so this is W. Are
we using this part of it in this image,
this viewport? And then at the front view, I want now to move, so on. I will actually
maybe move it with the snap downward like that. An order now to try to
match the side view, this view here on
this front viewport, order to really try to
match it with this one. So if I move it like that, just to see, you can see
now what I mean by this. I want to match both
view so that I have, I can now use this portion of the image and this one that are matching simultaneously
to model this Shark. Maybe I think that's good. Alright, so it looks
like that's good. Also the length should
be matching as well. Alright. Then not
scale anything. I just rotated this and we
located in order to match This portion which is
decided for you with the top portion
together. To have this. Maybe if I move it
slightly to this side, if I do this, maybe you see that the same, match it as much as I can so that everything
matches together. So it's this image that
has the side view here. You can see it in this view and then top view, we see that. Alright. That's good step to do in the beginning. Alright? This is the image and in
the image layer, alright, they should have been
anyway, activated. Alright. Now that
we have done that, that we have placed images
where they should be. Let's first, before
modelling anything, let's first understand
the geometry. What is this about? If I try now, I'm gonna actually
maybe let's give this. I want to try now
to understand this in different views and the
side view and top view. Alright. So the starting point Modelling in sub
D is with a box. From that box, we're going
to extrude some phases in order to reach this
result. It's good. However, don't understand
from the beginning the subdivisions that
may be required or needed for the box so
that we start with it with a good amount of
subdivisions already. And then we use those
subdivisions to extrude and make some
manipulations and 3D. So I'm going to go here
and make a new layer and call it Geometry, understanding or
analysis, let's say. Alright, one would
activate this one. And I'm going here to
just draw some lines, some straight lines. It's able this, and then
we'll turn the ortho on. And then basically
what we need to have, let's see a box also going to
make the color of this red. So you see like while drawing
the line, I can still, let's say change the
colors of the year, in this case this one to be red. And then maybe like want
something that is there, that is cutting or have, let's say like a
subdivision there. I will actually lock
the image layer so that we don't touch it over and let's say
move it by accident. Make a new line in again. We may want to say like
another one there. We want another one there. Can also copy this
one like that. We can also scale is of course these are
not supposed to be, let's say super precise, but just let's say a
guidelines guide geometries. I will copy this and click so something there and
there's of this sooner, this top fund in this
site Fin as well. And then also this head here. So this might be good
also maybe there as well. Alright. So now we're trying to understand or
analyze the geometry roughly, right January speaking. And of course, if
we need later on to add more subdivisions,
we can do that. But just starting
from the beginning with a good amount of subdivisions to make
things easier later on. Alright. Now I'm going to make a new layer and then
I'm call it here box. And I'm going to tweet this one. And also a lock is once. Now let's first count the
numbers of these sweat. How many do you have?
Let's say subdivisions. If let's say I have
the box there, it will have roughly 123-45-6789 subdivisions. Alright? And in top view here, for now we can just
keep them to, to. Without having to
add more detail. I will go to the sub D tools
and I will click on this. Grid is up the box.
Click on this. And I will just now Draw, actually before drawing
basic and to activate, I just need you just make sure
that the count is correct. So gout. Gout. We said that we want nine, so that's already set to nine. If it's not, then
you have to change that and then set it to nine
so I can click on this. I can say nine. Enter in the white count who
said that we only want to. I can click on the soil
if it was not to and then type to enter or space. And Zika's as well to, alright. Then I'm going to hear, draw a box that and
try it like that. We don't see it well
because the image has the background black and it looks like what
and wireframes. So these wires are
shown like that. So what we can do
here are two things. First, we can lower down the transparency of the
images because there are two, let's say strong and may not, let's say, help us. Well on why modelling. So I will unlock the layer. I will click on
one of the images. I will go to the properties, and I will click
on this material. Then here I'll go down and
then we have this transparency Panel and then I'm
going to just, let's say do that
and slide this up. You can see now they just gave a transparency to the image. Alright. Let say, let's
leave it around this. I still want to see the Shark, but I don't want it to be that strong to not make me
see what I'm doing. And the next thing is I want to change all of these Viewports
to ghosted like that. So I just click on this one and then right-click on this set. All viewport
displays to ghosted. I will lock again the
images image layer. And now what we want to
do first is we want to just adjust the subdivisions of the box based on these lines. And of course, before that, locate the box correctly what
I want it to be located. In this case here, it looks like just want to do it like that. And it looks like it's pretty
much centered to the image. That's good. If it was not, if it was, let's say like that. Let's say move it around
in order to match it with the location of the
shark on the image. Alright. Now, based on the Georgia analysis
Lines, that which is true, I want now to move these subdivisions
accordingly as well. I have also locked these ones, so I don't want to touch them. However, I will now
click on Control and Shift and do this. Now to select these edges, these sub D Lines of the box. And our can move them around. You can see this in 3D as well. When I do this and this view and front of you can see what's going on in 3D as
well as in top view. I'm here, I'll turn on again the project and here I'll move that move and then I'll click
and then gives to match it. With the Line Snapping. I will click again, Control Shift
select. I will move. And then I will
click and collect like that escaped
and Control Shift. And then I will move. And I will click there
and I'll click there. Always have the project on
because if this was not on, it may then snap at
different places. So if this was not
on, for example, and I click Control Shift and then you can see that it's snapping to the line
itself, which is there. Alright, so they can get there. That's why be careful. Keep the project on so
that it's going to keep this movement only in this
seat plane of the front view. Again, move, click, click. Like that. Shifts more
of this one there. Control Shift and space to
also apply the move Shift, Control Shift and
move these ones. And actually I'm in the line itself may not be super precise, but they can unlock it, that I can move it away. Like this is not to say it's
not supposed to be like the nature on something
important with just the beginning
to be guiding me. And I will move this one there. Right. Now we have covered, let's say in the side view, based on these lines, the edges of the box. I will now turn off the lines. Now, you can see that changing
the box in this flat mode, if I click on tab, I will see this is how the box
looks like in smooth mode. For now, it's better to
model in the flat mode. And then later on, when we start to
model a more details, small 3D details, then we can
do that in the smooth mode. Right? Now. I'm going to move the
box down like that. I did not change it. Changes location
in the x-y plane, but only the xy-plane. Alright? And now we can do, we can start to model lets, you can just move these around. So I'm going to make the
changes now in the front view. And then you can
see what's going on in the perspective
view and the top view. Okay? Now before that, before applying the changes,
I will make a new layer. I want to show you the
step-by-step changes that I just did later on when
you open the files again, you can check out the
steps, what I've done. So you can understand better the chronology of these
steps that we used. I'll right-click and then I will click on Duplicate
Layer and objects And you will say now object. So box here I will say edited. In front view. I'll activate this one and
I will turn off this one. Alright, so we still
have the box here. And this, we just keep it at this layer with no
don't change it. And then I will turn this off. I will keep the image on. Now. I will change the box in the front view there and
move this one there. I can always reset this one. I want to do this if I want to just have
a better look in 3D. Alright, so here I will
click on Control Shift and select this edge
here and this view. And I will just move
it down like that. I will Control Shift and
click to move this one up. Our move this one again. So Control Shift and down, trying to match the image, control shift and
move this one up. Zoom in war. And
also will do this. That here I will move
this one up slightly. Here I will move this one. So basically you want to
just follow the body, the main body of the
Shark without following the fins or any details yet. Control Shift. Move
this one there. Control and Shift and then
move this one up there. Always release, always.
When you want to, let's say make the change. If you now type Control
Shift and select again like this
without Clicking, then you are selecting
also this one. So first have to click outside, then do this, and then
click clack that. Alright, so that's
the bottom side. Looks like maybe I wanted to
say to move this one there. So what I will do, I will move sworn there. And I will move this one there that I'll continue
from that side. So I'm moving here. These, again, these
edges in the front view. First one down. Again. We don't give any focus to the front end
to these details, but only the main body shape. Now here, maybe I think it's better to model this later on, but not to be part of the
box, but as an extrusion. So what I will do, this is
also a change in the middle of the workflow which can
happen and that's fine. You can take this
decision anytime that you feel that it's better able
to afford the workflow. What I will do is
that I will move this one there at
the end of the body, but then this tail, then we're going to model as
an extrusion that are on as, as if it was one of the Fins going to show it around
what I mean by this one. Once we reach that stage. So basically this
is here ending. So this is the first step or actually the
second step after the box is to model it inside view and different
view in this case. But you can see, you
can see still that in the top view it's still not
edit it that way, right? So only we did that, that thing, that
modelling that step. And this view, if I click on tab just to see what happened now and
this smooth mode, you can see this
What's going on? Alright? I'm going to
right-click on this. And also we'll say Duplicate
Layer and objects. Because I want to now keep
this layer and not change it and then add new
changes to the new layer. Here. Now I will say
box edited in top view. Duplicate. Double-click on this, and I will turn this off. And now let's try to Edit
this box in the top view. I will activate the top
view is to make it big. And I will click on the Tab to bring this back
to the flat mode. Or I can go to the
sub D tools and I can always click on this
one, toggle the display. Now, let's also do the same
thing, but when it off View, I'm going to Control and Shift
drag and then move down. Now, if I do this like that, I may need to work also
on the other side, but then that will
not be precise. Otherwise, I can
do this like that. So control shift and select. And I can scale only in this view if I see
the other views. Let's say the 2D here. So this one, 3D to 2D here. If I click on Control Shift, do this and then I scale. You can see that
it's only applying the scale in this dimension, in the 2D dimension. But also this may
not be, let's say, optimal this case
because when we want, let's say to model the side fins and make
extrusions for the head. Then we may, this may not work. Actually, there is an
interesting function for sub D and it's
called reflect. If I undo now what I just did. And I click on reflect sub D and I select subject
to apply reflection. I click on this sub D. Now you can eight the refraction axis. I will click on the, well, but this one, again
reflect somebody. I will click here on
the middle of the box. And now I can do this to make sure that it's
like perfectly horizontal. I will flip it like that. And I will see now
here, space or enter. Now you can see if I turn off
the image that I have here, this thing that happens. So the box now has this grayish color
and this light color. This means that whatever I
applied to any of these sides, it will be reflected. However, I cannot make
extrusions are the dark side. So I can click on this face. I can move it up to two will
apply to the other side. We'll undo. I can click on this face from other
side also move it up. This works. But if I click on this face
from the light side, you can see that I can
actually extrude this one with this mobile like that. I can also move up and then
with the control added, I can also extrude it like that. But if I undo this and it tried to do the
same on the other side. So I've said the face, I cannot extrude it. I don't have the ball
option to extrude. And even if I move
up with the control, click on the control Now button doesn't give me the extrusion. Possibility. That's
the only difference between both sides. I can move the edges like that. I could also do this
from this side. I can click on this edge. I can move it around. I can select the vertices that can move them
around, right? That can just whatever
I wanna do with them. But the extrusion function
doesn't work on the dark side. That's the only difference. I'm going to undo
what I've done. Bring this back to the state where we just applied
the reflection. Turn on the image again. Now I don't need to work
on both sides only on one, on one side and then
applied to other side. If I actually turn. Now, make maximize the top view, I will select this
one Control Shift. I want to move this
one like that. I'll Control Shift and
select will do this. Again now are only tracing the main body shape of the
Shark without a details. In flat mode. Throw, Shift and select. So we don't also need
to be super precise, but you to make sure that we're doing things
correctly in this case now, just moving these vertices and also the edges
in the other view. So again, whatever I see here as vertex actually is whole
vertical edge straight. Never, Don't forget about that. So there. And also select this one, which is this one,
and then I'll move it like that. Perfect. Alright, so now we have Shaped
the body as well as top few ever chipped in the side
of you in the front view. If I click on the tab, we can just to double-check my work. So you can see now we are, I would say like more than
50 per cent there, right? With the sub D. Modelling. Now with the only
thing remaining is to just model these details right off the image as well. So that's the main Shark
body based on these images. Alright, Someone decides
view and the top view. I can always just say in this mode as well, like
Apply the changes. I can always do this and I can Down these ones to make them
match a body lines, right? So it's not really, the only thing is
that in box mode is like it makes things easier and it's really
up to you, right? I mean, you can just do it
in the other mode as well. So they have always
click on Tab. That's the shortcut to
toggle between both Modes. Alright, now let's
model the head. I'm going to also here, right-click on this one and then duplicate layer and objects. And here I will say, I'll call
it head Modelling, right? And I will activate this
one and turn this off. So now we just saved this stage. What you have done
in this layer will turn it off just for it later on to go back and then turn on and off these layers to
double-check these steps. Here, we need to make a few
extrusions steps on the head. I will click on the tab to turn this back
to the flat mode, and I will maximize this view. I will click on Control
and Shift and select this. And I will here move this
up with the control. Or I can select
again and then click on this small ball and
move this up like that. As an automatic
extrusion will release, you can see that it's applied on the other side because this
has been now reflected. And now I will Control Shift
and select this one and then there will control shift
and move it there. Like that. You can
see that this is not anymore strictly parallel to
this one and that's fine. Now we're just, let's say
are focusing on this side. I will again select this one Control Shift and
also add another extrusion. I will select this one
and move it there. And select this one,
move it to the back. Will also select
this one Ctrl Shift and also append
another extrusion. Again, we'll also this one. So you can see like these are small steps that you can do. That's also select this one. Actually this phase,
and then also extrude. We'll select this
one, move it there. And we'll select this
corner over there. Of course, these are
all edges, right? Or Only now seeing
this in top view. Again, we'll select this
phase and we'll extrude it. And then we'll move
this one there, and we'll move this one there. Again, select this
face and extrude it. For this one there. This one there. And it looks like
maybe this may be the final extrusion or
maybe the one before the final one will
move this one there and then we'll select this face again and have final
extrude there. So that we have now this shifts. Maybe let's move this
one there, right? So it looks like now
or Tracing, right. The shape of the hammerhead based on this box
extrusion, right? If I click on the tab, you can see that now this is the smooth mode and
we can still let say, adjust the smooth mode. So for example, I can
control shift on this one. I can move it there, right? I can just, if I want
to make it as say, more precise and more matching. And also do that, right? So we can go back and
forth between these modes. Always good to start
with the first with the box mode,
with the flat mode. Then you can make
your way through. As you are modelling. You can see, so I can like
push it down and it will just take this whole area around it. Like that. Maybe this one I
killed him over there, right? As a nice curvature there. Alright, if I now check this, what happened in the 3D
view and the perspective, you can see that
the student base, because we have the reflection. Also, this was, this
happened on this side. Now you can see that now we started with the
Hammerhead in the top view, but I thickness is
not correct right. Now we can go back to
the side view again. So the walk-through started
with the side view. We went back to the top view to shape the body from the top Now the hammer head itself, we made it in the W first, and then now we can go
back to the side of you, in this case the front view to also shape it and refine it. And in this case here, so here I went out
even, let's say, rename this head
Modelling top view. And I will right-click and
duplicate layer and objects and then I will here
call it front view. So also can maintain these
steps in these layers. Activated this one,
turn this one off. Now let's go to this view. If I turn off for a second, this one to see, okay, so that's basically the
hedge to see it better. I can, for example,
now unlock the layer. And I can try to make this one
slightly less transparent. And let's see if we go there. So we can see now this better. I will go there. And let's see how
we can actually, I'm going to a real OK, this one, so we don't
touch the images. Let's see if I select
all of these, right. Box. Select all of these. And I can now hear scale. And in this case, for example, now I can, for example, let's say these ones, or maybe these ones
or these ones. So it looks like it's these
ones and then this one. And I can, or I can
even select here. So I can do this, right? Let's do this wireframe. Select only this one's right. Because I was trying,
I only wanted to select is one that
are really high, really far from the Geometry. And now I want to
scale them like that and move them up like that. And we'll keep scaling. You can see what's
going on here, right? Of course, I don't want all
of them to be like this, but not only the starting point. I can also make wireframe. Let's select this one. And also the song and
wireframe as well. And will also select this one. So Step-by-step shapes just undo this one. I want to go one-by-one. They're like, That's fine with that
and then move it up. We'll select these ones. You can see that in this image
looks like these or not, Let's say exactly matching
with the, with the projection. So it looks like this, for example, like
these ones here. These edges should have
been here based on the image and not
beyond the eye. That may be that might happen. And that's fine. But only
for you to know that if, let's say there's not exactly, Let's say exactly matching
in all of the views, the protection of the
geometry, it's fine. But here it looks
slightly like say, not correct and this side view. But that's fine. I
just want to say that it's okay for matching it in the top
view in this case, that's what two are
aiming it at this point. These ones up. And also move this one up. Just to match this eight, which the shape of
the head there. So try to move them on that on there. And also for this one there, to see like the
wireframe would give me this flexibility
of choosing these Without having to choosing, select the other ones,
the other edges. It looks like now we have this that formed right based on the on the side view and
on the top view, right? So dove always like batching. And now we'll just,
let's say we're sculpting this part
based on this view. Also, select this one, this up, like these ones, move them down like that. I think we can give this, these are the this idea that's like actually do the
middle, that's fine. Okay? So it looks like now we
are more or less than say, matching the head like that. The room, the spec,
the ghosted. Right? So that's basically how
it looks like, right? Based on what we had. Also, it may be Good If we had a view from the front
side of the hammerhead. Luck showing us this side. So that we can also
say shape the head. More precisely in this view, we only have now based
on these images, the top and the side
and the bottom, but not the front side
of the hammerhead. Because that will also
help us be more precise, let's say with these ones. And again, then we can also shape these one at the
right viewport as well. If we had this and
we don't have this, we can approximate this one
based on the images. Okay? We also let say go to top
view to the flat mode. You can, let's say do
this to give it a silica, better or less selective, more curviness, let's say there. So check this out there. That's basically the side view
and this looks like we're just matching it as we can, as much as we can with this. What will images that we
have already in that. Alright. So that's
basically now how we can Apply a series of
extrusions in order to shape the head of the Shark. Alright. Now, since we have reached
this step, this stage, I would propose here for you to then now model the top fin as an exercise part
of this project. So this is the step where now I would hand it for
you over to you. Please if can try to model
based on what we have done. And this is much simpler
than the head itself. I'm using the front
view, the side view, and using the top view
as well. And the 3D. So any view that you
think is useful to you, please try to model this
central middle fin here. And then after that, I'm going to show you
how we can do it. One of the methods, one
of the ways we can do it. But I prefer now that you
can try this on your own. And maybe I think than a
minute, so it'd be good. Just try to work with it around. Try to snap or tried to toggle between box and
smooth Modes, right? As it tip, I would say
start with a box with the front viewport,
the side view. And then I would say
as a tip for you, select this one and then
extrude it as we have done with the head series of
extrusions and then scaling. So you have to extrude it. And then in the top view
then you can scale them down to make them match the
shape of the Central Fin. Alright, so let's have 10 min of practice
exercise for this one. And then after that I'm gonna
show you how we can do it. Alright?
39. Hammerhead Shark 2 - Central Fin SOLUTION: Alright, so I hope
that you are able to model the Central Fin. I'm going out to duplicate
this layer there and objects. And also now we'll call
this one Central Fin. Alright, activities one. And then we'll
turn this one off. And as I said here, we, one of the ways would
be to start with this flat mode and then select this one and then
extrude it like that. And here I will model this one exactly as we
have done with the head. And here as well.
While doing it. I can also, let's say, before completing it this few, I can also add, say, Start to also adjusted
in this view, top view to make
it match this one. Alright. Then I will select again this one and the side
view back to the side view. And then also at
another extrusion will move this one there. That also will see if I
need to apply any scaling. Looks like maybe this one
here needs to be scaled more. That also here go back to the
right view to decide view. Also extrude this one. Select an extrude that
will also move these ones. They're following the
shape of the fin. If you go to the top view, looks like means also tried
to slightly scale it. In words. Go back
to the side view, select this one and
also extrude it. And then shape this
one like that. And this one like that. Let's see if I do this
and I see Do I need to? Yeah, maybe like slides, also more of scaling inwards
will also extrude this one. Let's see if this may be
the final extrusion here. Yeah, maybe this can
be the final one. Select this one is one more today onwards. And again, it looks
like the image here is not totally matching
with this one, right? And that's fine. Like
it's ending here. But in our model, based on the side view,
it's ending there. Alright, that's the final
edge there. It's okay. Now we can on the tab to wish toggle back to
the smooth mode. And we can still now
apply some refinements. I can now select these
ones. Them there. Maybe it looks
like based on what I'm seeing now, I
may need, let's say, to apply an additional
extrusion just to give this a nice slightly more
sharp edge there. So I will these ones here. Small one will do this, will do that like that. And I will also scale
this down like that. If I now turn back to
the right smooth mode, you can see that
now it's matching the shape better,
more precisely. So this is a technique
of going back and forth between the flat
mode and the smooth mode. Checking out if I need to add the more extrusions if
that's necessary or not. And if so, how can do it? When I can go to
where I can do it, where it should be done, right? I can see that maybe here
I can do this, right? Okay. I can now check it in 3D. Turn off the images. Here. I can see that now have this nice Central Fin that I model based on few
extrusions, right? Starting with the side
view and top view as well. Written back to images on. Again, another exercise
for you as well. Based on what we have learned
from this Central Fin, please have can try to model the side fins and you only
to do it on one side. And since this is reflected, it will be done
automatically other side. Alright. I will say that
maybe you would like to start from maybe a 3D view. Maybe I would say as an example. Where is the lateral
and this one, right? So we can only extrude this side because this
is the lateral one, the darker one can be extruded. Right? So this side, which is on the top view, this side, not the
side, but this one. So I would say based
on the image here, you can maybe only
extrude this face, not this one, right? But only this one. Maybe you can also say
move it, maybe not. So not moving it because this will change the
shape of the body. But you can at least
first start with the small extrusion and
then try to match it in the top view with
the side fins and also in the front view
and decide for you as well to match
the shape of it. Okay, based on how to have
learned with the Central Fin. I think this is now
a good opportunity to apply what we have learned. Now. What mistakes
will learn from? And try to again apply
this with the side fins. Alright? Also I think maybe
10 min would be good to try to practice and try to
apply this model, this one. Alright, so let's,
does have again 10 min of practice and see you after that and
show you the solution
40. Hammerhead Shark 3 - Side Fins SOLUTION: Alright, so I hope that
you were able to also model the Fins as
well, the side fins. I'm going again
to right-click on this layer and then
duplicate it and add this one now is
going to be side fins. And I will activate this
one During this one off. Right? And as I said, the year one tip would be to extrude only one of the
phases, not all of them. So if I extrude this one
in the top view like that, and now I can shape it. This can shape that. And here what I can do is
instead of doing this, I can move once,
only the bottom. The whole edge there as well, this one edge, right? So only this one like that. Awesome of this one, they're now going back to this one. Here. I will, before continuing
to extrude in the top view, first tried to adjust it. In this view. This
is wireframe, right? If this wasn't a wireframe and they make such as Selection, then it will select
the whole Shark. This and we'll let these
ones, and we'll do that. Right? So it's trying to follow the shape of the fan like that. It looks like that's
more or less. Again, bring it back
to match the top view. But then now we are matching
it with these angles. Alright, then it will again select this one,
will extrude, it. Can top view will move it there and looks like that's okay. So this is a new one. And then we'll also see if
we need to move it down. Let's say I don't know exactly where on
this image along the fin, where, let's say this is
happening like where this shape, this cross section would be. And that's why here another
situation showing us that if we had the front
view right of the Shark than that will be
more helpful to model this in front view since we may have already modeled
and then we can match it easily like this without
having to guess here. Where would this be? Right here? Extrude these, this one there. And it will move this one there. And here I will say all first finished this
extrusion until there. And then after that, based on this height that is
new, lower than their. And I can then make
an average and move these profiles an average to match the
curvature of the fin. There as well. Again,
another extrusion. And I think if final one
would be enough here. Let's see what
happens if I turn on. Or you can see that
because this is now moved below the image that
don't see it anymore. As clear as this part. I can. For example, in this case Unlock the image.
I can simply just move this one down
just through that. I can see this better. And this will not
affect extra hour. I mean, it's going to
stay in the top view. Okay, that's fine.
Look at again. So I can we find this one that also much smaller
five-minutes based on the image using the smooth mode. Now, as I've said, we can now try to adjust the Fin in the view and
the right viewport, which is the front-facing
to the Shark, and also based on the side view. So I will first move these ones. And I can see that
I want to move them to match this ICT
there like that. And then use move these ones. And try to make now a more
natural form based on that. Right? So it looks like this
may be how it looks like. So now plug slightly. And I can also, let's say scale them to
make them, let's say more. Let's see a thinner
going to the edge. I can see with this. And I can scale this one down. I can scale this
one down further. And these ones as well. And the last ones like
that knocked to the point. So undo that that scale,
these ones as well. Just to try to mimic
as much as I can the shape of the side
fin based on the images. So this is based
on the top view. And I just use this viewport in order to match it
based on a side view. So maybe just move these
ones down like that. So it's a back-and-forth
process of refinement steps. Alright, so it looks like
more or less this is what would expect it to look like. I think that's fine. So in 3D, again, turn off the images. You can see now this is how the side fins would
look like more or less. And of course, as I said, if we add if you, that is looking in
this direction, then this will be much
more helpful to model this more precisely based
on the images. However, the top view
and the side view, we're able to more
or less match it. Right? So this is matching
the width in the top view. Now it looks like
the side view is not perfectly matching with the
top view. And that's fine. What we use this one to find
the height of these points, these edges in order to now to make them match
with the Geometry. And then did that in this view. And we're able first to find the lowest
point and then trying to gradually go up and then make it more natural
and more logical essay. Alright, now, let's Design
or let's model design, but let's model that. Lets trace in 3D as well
again, now the tail. And here also I think
it's good for you first to try to find out
how this would be done. I will go back to the box
mode with the flat mode. And as a tip for you as well. This starts exactly
like the fins, the central fin and the
head and the side fins. This starts as well
within extrusion here. And then from that
you are going to have a local small extrusion going
downwards and then one, the bigger one going
upwards like that, trying to trace the shape of
the Fin in the side view. So again, I think
it's really important to follow up on
these small steps, small exercises
within this project, and try to Step-by-step
refined better our skills or understanding of
these and how they work with these
following up steps. Alright? So also I
think maybe for this, Let's maybe have 15 min. Please try to model this tail. And again, we can start
maybe with the side view. Here, this front viewport, make an extrusion and try to find out how you
can make a sub extrusions. So another extrusions
coming down from the newly made extrusion
downwards to shape this part, lower part and then the bigger one to shape the bigger part. And then I'm gonna show you
as well the solution to that. Alright, and of course,
don't forget to make a new layer and call
it, let's say tail. And go forward from there. Alright. So please
let's have 15 min
41. Hammerhead Shark 4 - Tail SOLUTION: Alright, so also that
you are able to model the tail without issues. And also based on what
you've learned so far, I'm going as well to
right-click and duplicate this layer and objects
and then call it tail. This off keeping us on. So again, here what I will do is I will make an
extrusion know before that, I will maybe move
this one slightly there to make it match
with the body shape. And then here I
will select these and I will make an
extrusion like that. Let's see where we have
to go with this one. Because I also want
to think of, okay, want to extrude this
one in this direction. If I move this one there, and I move this one there
like that. Alright? So this is a bit more challenging
than the previous ones. But if you have managed
to it, That's fantastic. I will now make an
extrusion from this one downwards. Like that. I will here also shape
it based on the image. So we'll move it more
upward like that. Gradual extrusion. And already these are, let's say more or less fin. Now, if I wanted to
say to thin out these, I would, I can
just let see here, select this one, the move them. And this will apply to the Azure reflection
right to the other side. I will now hear
extrude this one. Again, series of
small extrusions will scale or move them
towards the inside. Also extrude again. We'll move this one side. And again extrude control shift always to select these ones. Again, extrude control
shifts always. And I think the last
extrusion here, all fields that will match the shape of the small sub fin. If I click on Tab, I can see now
that's kind of more or less smashing the shape of the small local SubD fin right under the tail
part of detail, right? Now, going back to the top view or top part of the
fin or the tail. I'll just move this and I will select these
and I will extrude these and move them
along that line. And I'm also select these
and we'll move the control, right to extrude this one. Also select these and move
and control like that. Here I can prolong them because it'll have
like a lot of junk to change and move and control to extrude on fat. I can see this happening
there. Alright. If I want to say to,
again, thin them out, I can move these ones I
can control and shift. Move one. Now, what
I can do here is I can see select these ones as well and then also move them and control to extrude it like that. Shape it based on the shape
of the tail that you see. And again, let's
extrude this one. I will move these ones
up, this one down. And again, I'll select these
ones and also extrude them. You can see that although
in the beginning it might look a little
bit hard to model, but it's pretty simple, actually, just a
series of extrusions. That's it. Select Food. And then these extrusions are made with small
steps so that we can control the curvature
as much as possible. Alright, will now
select these ones and also move and control. Like that. This one there, this one there. Maybe I can use
this half part Only for this small local
part of the tail. And then I can keep
going with only this are to be extruded. Maybe have done something else, but it also works
more than control. So not this one again, undo, select these ones,
move and control. Control shift over this one. And this one, their
cultural shifts. And again, move and
control or extrude. Both work. On troll Shift and control. Extruded. Click on this one to extrude. So both work, always strewed. Select, Extrude, extrude. And I think maybe if
we sum over there, maybe that there's
enough. Let's see. Now we're going to click on Tab, right to see now the results. And so basically this is the result of the
modelling of detail. You can see that we
started from here, from this phase, and
then we had this result. Going to zoom in war
and refine this. And the smooth mode. Of course, I can go back
to the top view and I can select these and we'll move them to make this one going thinner and
thinner and thinner. Based on the image that we have. Just select these
and more than one. This one maybe let's
say the most one down. That's roughly, you know, trying to model Detail. Turn off the image layer. And that's detail. Okay?
42. Hammerhead Shark 5 - Smaller Fins preparation: Alright, now let's turn on again the image here to see
what do we have left. And we still have
the small part, small fan as well as
the sparse there. Now, here as well, I would say now that
we have seen how we were able to model
all of these parts, the head, the side fins, the central one, as
well as the tail. The tail being most complex
one among all of these, I say that now it may be
a good opportunity to kind of like you now
apply our skills again, nerd skills and try to
apply them with modeling. These ones, zero Smaller ones, and they should take
less time to model. And also, I would say maybe
as well, not only about, let's say the exercise
involving modelling these, but as well as I would say here, trying to re-find a bit
the subdivision here. So I would say as a tip for
you, you may need, let's say, to move around these
lines a bit cooler in order to match this
geometry as well as this one. Maybe I can go to
the front view. Maybe I would like, for example, to do this model, this part from this face
on the one underneath. And then maybe do this
and do that here. In order to model this one. Maybe I could also
let say move this one there to make it like that. Alright, that's possible. But it just not,
it's not simple, let's say straight forward
modelling, but it's more of, it involves more of changing
this organization of these subdivisions slightly
to make them match our workflow and the
geometry, which at the end. Alright. So I think this is a good opportunity
to now still refine our skills and try
them out again and test ourselves and see
how we can do now. So these parts, these are supposed to
be like the side ones. So there's gonna be symmetrical while these ones will be
central, like this one. Alright? So I think for
this one also let's have, let's say 15 min. Please try to model these and then after
that they want to show you how we can do it. Alright?
43. Hammerhead Shark 6 - Smaller Fins SOLUTION: Alright, so I hope
that you're able to model these parts as well. Let's do it. So I'm going to check
out the sides here. And looks like so these are
usually the kind of like a small parts that are also going outwards from the
body, from both sides. Here I would end, maybe we need to use this one as the face
as a starting phase. I will then go to
the front view. So again, I did something
wrong or just undo this one. Alright, so again, select. And then here,
this is Selection. So again, this is good to know. I'm selecting from
this part, right? I should select from
this part, right? Remember, this is
the part where I can actually apply the extrusions. And now I can extrude
from this view. Click on this one, move
downwards like that, will turn back to the flat mode. Select these corners.
And then again, I will select this one. And I will also
extrude like that. And I can see what's
going on here. And this view, as
well as in this view. Well as here. It's like, it looks
like if we do this now, if I do it like this and
continue with it like this, it will not be like
a detached part. That is, let's see, dangling from this
side and then there's a void and then dangling
for other side, right? If I do it, if I
continue doing this. So I'm going to undo this. And this is good to know here because it's kinda like, uh, more like a special side. I just extrude from this face
and not let say from maybe this one could be right in opposition to
what we've done here, where we used one of these
phases from here and we left the bottom one untouched. And that's how we got this nice void right
in-between both. So this is coming out like that and there's
nothing happening. And then it's reflected. Here is not the case, but it should be the same. Right. But it's not
we did not do with this leg there. I'm
going to undo this. I'll undo these extrusions. And here, what we
can do, for example, we can add in new line, new subdivision there and
then work with this one, conflict with the
newly subdivided face. So if I go to the Insert SubD, the edge loop, here I
will say mode range. I will click on
this one and click. And then here I will select all define what I
want to add it. If I click on this one there, like that, edge visiting
select point a given amount, it didn't really work. Let's see why or if
turf or other side, Let's see, maybe because it's worth doing
it on this side. Maybe that's the case. If
we do it from this side. Range, alright, click, click. Alright, Now it works. And also that's good.
Another situation there. If you want to add
new subdivisions, then it's better to do it from this side and not
from this side. Alright. So I didn't
that if I select this one and I extrude
downwards, they control. And I will turn back the image. Now we can see that what is interesting is that now
we can move this around. We can move it outwards from the body to match
this one, right? We can see it here
on the top view. And we can match this
one there, right? So if I do this now, like that, and I will select as well as phase
and I'll move it. Actually. So I'm
selecting actually both. So I will do this. Select this face on the image As you can see that
also the image is not matching perfectly the top
view with the side view. And that's okay,
that's not a problem. The only thing is to
just make them properly, make them work properly. If I take this as a reference, at least to use it for the
height of it going down. And they will lose this
one just to go with the depth of it in
this direction. If I now also do an extrusion like that. And we'll also now select in 3D this face and will
also move it outwards. Use also again the same
one and then extrude. Select, Move. Select this one
and move it there. So select this face and
move it also outwards. It looks like now we may have, let's say like the
final extrusions. Select, Move, select
and move there. And I can also select
this one and move it, let's say to match the
depth of it there. Something else if I
now draw the smooth, looks like it's more
or less getting there. What do we can do here is we
can move this one like that. So in top view it's at, sorry, inside the view it's
matching the image, right? But in top view
then you are just changing this to make
it look more or less. Working. Also do this to make it more or
less logical read. With in-depth course, if
we had a view from here, then we can match it
better even as with the eyes of the head
and the side fins. Wireframe. Tried to refine these was just like two movements. The end of it will be
obviously thinner. Starting thicker part. That's the interesting
thing with the wireframe mode is
that you can select specific vertices
without having to select the whole somebody mesh. If I also select this one
and move it also outwards. So always monitoring my
work in 3D with a 2D Views. And I know again that
this image is not matching perfectly with the
side view and that's fine. But at least we can
try to work with this one as a reference for the depth of it
and decide the view. In a tracing the how it would
look like from this side. And offer turn on. Smooth. Go back to ghosted more or less. This is how it would look like. And again, if we have also
an image from this side looking at the
Shark frontal view, then that will also help us better in order to model this. But even in case we don't
have this one, it's fine. We can still manage doing that. So that's the first one. You can see. I mean, I
can draw lines to see that between both images and
it's not really matching. If I projection is that
matching by this line, this line showing that
it's matching with the 3D, because we're basing
all 3D on this side. And the side view. Right? So again with the fans
and with everything else, like it's slightly matching
but not exactly matching. For graphic purposes,
that would be good, not bad, but for Modelling precise
modelling like this one, Precision Modeling,
then we need this exactly matching, but it's fine. Now, let's go to these back sides and let's see what we have done
or what we should do here. Okay? So here it's simple. I will click on this side, on this face, and I
will extrude it again. Box mode or flat mode. Again, extrusion. And I think that's
again Control Shift and extrude our, alright. And now we can just make
them thinner, right? So this is how it
looks like now. Inside the view,
which is etching it. But we want to make it thinner. Alright? So what we can do is we can select this edge. We can move it to the inside. Select this vertex
also often the inside, like this edge and this edge and move them both to the inside. You can select this one, move it. This one. So it's kind of like local
refinement of the geometry. If I go back to smooth View, can't even make it
thinner, right? These ones over them
closer to the center. Now can toggle between
smooth and flat. Right? What about
now the last one? This one. Again, we
can do the same there. And I will extrude. Now here. If we wanted to
say to add this detail, what we can do is that
you can do something with this kind of sharpen a way. If you want to make it like
this really small kind of detached part of the
body through it. And then we can do this
drastic change in the, the angle of the Geometry
and then extrude again. So they can, this is kind of like a
small exception, let's say like or small
unique situation. Then finally, the last phase. And if we turn on the smooth, you can see this is
what's, what's happening. In add more edges and stuff we can do to find this
more if you want to. But this is one of the ways of doing it to that kind
of like mimic. In reality. The small Art strike there near the tail As you can see,
it's just a series of extrusions, not, not more. But then you are getting
these nice results after doing them and then
turning to the smooth mode. Now we can now here as
well as previously done. You can select edges and
then move them, the center, this one as well.
So all of them. And since we have
this reflection, then we are just, let's say, you know,
Saving Time here. And I think we're
almost done there. This is also, this
part is also thin. Click on this vertex
and move it there. Smooth mode, right? So now it looks more or less how the real part would
look like, right? You can still, let's
say, Refine this more. But now you get the idea. You get the and do this. Something happened, maybe it was even by mistake. Alright. Okay. I hope that you are able to do this
before I showed you this. And I really like this example
because it shows you how from one simple box we can
model a whole Shark, right? With more or less simple steps. There aren't really
complex, just extrusions. Fireman's moving the curves around to make them
thinner and smoother. And that's it, right? We have the reflect Plane
and they're just doing the job for
us. As a reflection
44. Hammerhead Shark 7 - Brake & Join, Bend: Now, I want to hear mentioned something,
something important. If you are not using
the reflect Plane. For some reason,
the project doesn't 3D doesn't have any
symmetry, right? It could be the case. And also for some reason, if I would imagine that
you want to reflect, you want to mirror or something, but that part is hard
to work in mirror. I mean, let's say this shapes. If I, let's say show
you here as an example. Let's say we have a
object that would need a certain work that is
symmetrical on this side, but it's, the other part
is not symmetrical. And in that case, what do we do if you want to use the reflect Plane like
what we have now, the whole object
will be reflected and then the part
here will be lost. If you were doing something here and you had a lot
of work done here. So in that case you may not have to use the reflection, right? But then how would you then
bring this to other side? So imagine that you
want to do that, and it's not simple, let's say scaling where you
would scale on both sides, but you have, let's
say, local changes. And how would you that I'm
going to show you here? Actually intentionally
now, if I want to add these changes, then I want to transport them to another side.
How we can do that. I'm going to duplicate
this layer and we'll call it detached and joint. I would activate this one. And here I will do is I will tension now,
remove this part. Of course before that, I'm going to first
stop the symmetry. Because if I do
anything to one side, it will be reflected
the other side. So this is important. So for example, I'm
going to show you if I let say I remove this part, these parts delete, be
also done other side. If I remove these
W from this side. So it's just reflecting
my work on both sides. I don't want that. What I want is that we have an object of project that
is not reflected anyway. I will click on this one too. Now stop the Reflection. Click. And I'm going to here click on Remove Existing
reflect symmetry. Now we can see that
we don't have anymore this darker gray and
this lateral gray, but it's all the same color. Now, if I let say
select these ones. So if I select these
ones and I remove, I don't have a symmetry anymore,
and that's what I want. Ok. Now, imagine that we want to reflect or one
at the same error, this to the other side. And the other parts of the geometry doesn't
need any reflection. So what I will do here, I will say delete
these altogether. These to move this. So Control, Shift and
select all of this part. Okay? And what I will
do now is I will simply select these all of them. Top view as well. Make
sure everything is selected to the 3D view. And now I will just simply
mirror and top view. Click and click. Thing is that what I have now is this whole part and only this smaller part that
has been reflected. Right? I can now
simply join them. If these are matching, I can now select both. And I'll type Join,
spatial enter again. And then now this has been
joined to the main body. I just wanted to let
you know about this. If in case you do
that, it can be done. I explained more and the other course that is
more focused on sub D, a modelling that you can also use something
called bridging. We can bridge ashes together
to connect them together. That's a more advanced
step we can also do. But in this case, simple join, the join of nerves, because we usually use a join for herbs in
this case as well. Here it works with SubD. We can join to SubD these surfaces together
to form one SubD, the new sub D Surface. Alright? Now talking about nerves. Actually, what is interesting
with SubD these is that we can also apply nerves
transformations to SubD. Let me show you if I
duplicate layer and objects, this one and Covey's one Bend. When I went to shark. And these transformations
Twist, Bend, Taper, Stretch. Many transformations that are applicable to NURBS are also applicable to sub D surfaces. And I'm going to show you here
if I go to the front view, the side of you, and I will here now type Bend. I don't want to snap anywhere for just disable
this altogether. Also disable the ortho. I will click, click, click and on bending the
whole sub D upwards. I can also Bend it sideways. Like that. Right? Now, of
course, if we do that, we cannot anymore use the Reflect because now it's
not symmetrical anymore. By the way, if we do this
while the reflection is on, you will see something
interesting. I will show you what I mean before applying
the Bend sideways. If I bring this back in, the reflection, say
yes, click on this one. And I will here like this, and click on that. Flip and that's fine. Spatial renter. So again, we brought in again
deep reflection. Okay? If I do a Bend
undeflected sub D surface, it's going to also
reflect the bending. So if I apply a
Bend and I remove again the Snapping and I do
this, it's going to do that. I do it. Again. It's going to do this crazy, which is something that
you may want to have. You may want, let's say
to have like a monster, a monster shark that has
three heads and one Body. It could be, right? And I'm showing you
this as a trick. So if you want to Bend
again, sideways, like that. Now we have a shark with two
heads separate and one Body. It could be right, one
of the imagination. In order to not have that. If the intention is to
just bend the Shark, then you will have to
first stop the reflection. So again, click on this
one, click on this one. Remove. And then I
can bend it sideways. Click, click, click. And now it works without having,
without being reflected, without the gestural
transformation being reflected along
the reflection plane.
45. Hammerhead Shark 8 - Arctic View: And now as a final step, we can give the
color to the shark. We can give a color to the
layer in which the shark is. The last one. Here,
choose either from one of these colors
that are we given here, or we can simply also
choose from here. Certainly one maybe I don't
like one of these ones. They don't really
match what I want, but something around
there like that, like a nice blue
color like that. This could be a bit. If I wanted to say to
make it slightly better, I can go to the
display and I can have the background to be turned to Solid Color and then white. And I can also turn off the grid by going to millimeters there,
the units Settings. So it takes me the options
that are going to go to the grid and then take
this off and this one off. Or I could have also went
to Tools and Options. So both Bay's work Grid. So you can see that I can
reach the Settings from different places or
as well from here, from where I changed
the background, I can still click
on Edit Settings. It takes me the options and
then I can go up to the grid. I can choose it
from there as well. In any case, that could
be one of the graphics. Maybe I want, Oh, maybe I wanted to have
a more crispy effect. I can turn this to Arctic. And now I also have this
nice shadow right there. And you can see that just gives a different feeling,
the Arctic feeling. Now, maybe when you do
that on your machine, you may not see the color
of the Shark like this. And that's because the
Arctic View settings by default don't show the object colors or the layer colors.
Let me explain. If we go to Display tab and we go to Edit
Arctic settings, or we go from tools
and then Options. So both ways will work
the same Options. And then I go to the
View Display Modes. You can see that here, the blue highlighted ones, that the, the View Modes or their texts, their titles is in blue means
that I have changed that, those ones with
certain Settings. And it looks like if I go
to the Arctic one, alright, I have changed the
Arctic settings into place here and here. If I check this out, so show SubD the wires. You can see that
it live updates. Maybe I want to see them, maybe I want to part
of my presentation. I will also want to show the geometric structure
of the surface. That could be one
of the options. Maybe I don't want to
show them as well. That's fine. I want to know keep them and
you can see that one. I want to keep them either
from here and I say, okay, or from the Display tab. And I also can change that from sub D wires on an off as well. So both vase is work. However, from here,
from the options, I can see in blue where the changes are not matching the default settings right here. And so the other places here, so the color and
material usage here, I've changed it
to objects Color, which matches the layer
color of the geometry. Now, if I don't know
which one was it, that was the default one. I can simply click
on Restore Defaults. And it will only restored the defaults only for this view, not the whole Settings,
not all of these ones. If I click on this one now, now I don't see anything. And even like now, the texture changed back to black
and not to bloom, right? So now these are the default
settings perfectly on, okay? You can see that although the layer of these
shark is in blue, but we can sit in light gray. And that's the default
display settings of the Arctic View. Now, this is what you may now
be seeing on your machine. In order to change this, we can go to Display tab
and edit Arctic settings, or we can go to tools
and options as well. Then now here you just
need to change this one. Just change the color and material usage to
object scholar. That's it. We can
see it live change. And I can now change this one from here as well if
want to give these on, I can also go there and then I can change the
display options of only the sub D
elements are also of the other surface
elements such as IsoCurves, edges,
shadows, right? So I can turn on here with
the shadows on and off, for example, that's one
of the options, right? I can do that from here. Different settings that I can also turn on
and off from here. Now this is what Maybe that's
what I want to show, right? That's what I want to present
in my presentation as a nice blue color with also the wires
of the sub D, right? Of course I can also turn on all of these as
Arctic by going two, standard and mango
and they're under this arrow and then
right-clicking. So set all viewport
display modes to Arctic. And then all of these
have been now set to Arctic. Also, I can do that. Maybe I want, let's say
to show the geometry, the design in different
view position. Right? So that's
also another way, let's say another place
where we can also explore about Rhino's
Settings through different places from Tab
or from the options and understanding where the
changes that have been made. And I can see this is
now turn back to blue because I've changed
these settings, right? We can also always go back and then restore those settings, deed standard ones
if want to use the standard ones by clicking on the Restore Defaults, right? I don't want to do
that right now. Alright, so that's
how we can as well. Let's say give a nice
color and use a nice view. View mode. Of course, you have the options of using
other View Modes as well. From here, I find the Arctic
to be really interesting. I chose crisp colors, nice graphics that are ready to be used for as
diagrams, for example. And so basically that's
it for this part. I hope that you enjoyed it
and see you in the next part.
46. Rendering 1 - Importing all objects: This is an introduction
to Rendering in Rhino 3D. Although Rhino3D
is known for being a great 3D modeling software
with NURBS, however, it includes really
decent rendering options that would actually
even allow you to render your projects and produce great renderings without needing to use external plugins. Now, using external
plugins like VRA and other plugins is
possible of course, in Rhino, however, I want
to show you here and adduction to what you can get
from Rhino out-of-the-box. And maybe you don't even need to use other plugins,
external ones, maybe the ones that are the possibilities and
the capabilities of Rhino already are more than
enough for your needs. So let me show you here. We're gonna hear, use the
projects that we have already modeled and try to render them in Rhino and
see what we can get. So I'm going to open the files and this is
also a good exercise to see how we can copy geometries from fires two files
inside of Rhino. So if I want, let say now to copy the table
from the table 3D file. So let's see here
I would like to first activity the default. And let's see here, if I turn these on and on, Let's see the top sweep one. Okay, so I want to get
actually this one. And this one, right? Okay. Now I can select, so I can click and
Shift and click and click and click and click. I only want now to select the Polysurface is
not the curves. Alright? And I will not just simply click on
Control C to select. So here I have the Copy
to Clipboard being done. And now I'll go to the
other file, rendering file. Now, this is now empty. I will now simply paste in. So Control V to paste
in the geometries. And you can see that
the geometries came in in their respective layers that have been used in
the previous file. That I want now
just to put all of these geometries inside
of the table layer. So I'll just select these
ones I have for extrusions, Polysurface and one extrusion. I will right-click on the
table and I will hear, see, change object layer. And then now all
of these have been put inside of the table layer. Now allow click on
this and I will just delete and delete. So I'll delete the sub-layers. So that's the first
layer for the table. I will then open
now the vase file. And now again here.
Well, of course, we have seen that we have
actually converted or transformed into a water tank. Now, I'm going to simply now turn these off
and these off, and I will only
take this one on. So these are the variance. So I think that's good. So it's gonna be this
one and this one. Alright, so it's not to join
them for now, it's fine. I will Control C to copy them. And then we'll back to
the file rendering. And I will now hear as
well paced the vase. And again, I will hear Make put all of these ones that
haven't been brought in. Part of this change
object layer. I will delete this
layer and then I'll just simply call
this Vase, right? Just simplify the work. I will again now to open the
vase 3D Pattern as well. Alright. I will simply now
here take one of the options. So maybe turn off the Diamond. I will turn on the triangle and the last three ones, right? So now we have the variant
with these layers, right? If I can actually hear, maximize these ones just
to see what I have. So okay, so this is the
option to the outside and this option to the inside like
these Triangular pattern. I will simply no again select and I will
Control C to copy them. And then I will go
back to the file. This one intro to Rendering. And as well I will
paste in here. And as well here I will also
call this vase 3D Pattern. And I will select all of these. So select objects. And I right-click on this one. And then I will say here
change object layer. Will then here select these ones sub-layers
and delete them. Alright? And then I will
go to the last file, the SubD, the hammerhead shark,
double-click on this one. And then here, what I will do is I will simply select
the last one, the last layer that
was for the Bend. And I will now going to click on Control C to as
well copy this one, go back to the intro Rendering, and I will simply paste. And here I just get one layer. I'll just call this one Shark
to simplify the matter. Now here I will select these and I will move this
one to the table top. And then I will select
the vase 3D Pattern. And I'll also move
this one there. And also I will
select the shark. And also I'll move it there. I can see now and
this view where they are located, I can also hear, let's say, scale this
up with the shift. If I click on one of the, let's say rectangles
that are for the scaling and the Gumball. Without clicking on Shift, it will only skill
in one direction. But when I click on shifted
tool then locked in the uniform scaling. Them. Move this up a bit to be above the table here I can see
that as well in this view, I will select the vase
and I will also move it up and also move the Vase. The action that will
turn this off first, I will select this one
and I will type move, not move it with the Gumball, but I will type name, space or enter, and then
I will click on Project. And then I would click on one of the bottom points and
then we'll move it to the top of the table to
make sure that it's like flat flush on the top surface
of the layer and table. And then we'll go
back to this on one, I'll turn this up on again and also move
it slightly more. And then I will do the same. So move and also click there and then
I will move it there. Now I know that
these have ability placed straight off
the top of the evil. Now it's for the
sockets. Fine. If it's slightly floating in the
air, that's totally fine. Alright. So now we
have these ones. I will select this one. I will rotate it
slightly like this to have a nice composition
on the table, right? This one like that. So it looks like now, for now, we just have, just
assemble the geometries. And now let's start
see what we can do. What Rhino can provide us in terms of rendering capabilities.
What are the options?
47. Rendering 2 - Assigning Materials: Now before we start
rendering anything in Rhino, we need first to set
up the materials. Now by default,
every single object is given a default
material, quote-unquote. If I go to the Render tab and I go to the
material editor there, I can see that now it's empty. I have no Materials
given or close this one. And here, under the layers here, we have the material
property there. And here you can
also add material. So there are different
ways of adding materials to or Assigning Materials to objects,
either bi-layer. So let's say the table layer
will be given a material, which means that
all the elements inside of this layer
will be given a certain, the same material as
the layer material. Of course, we can also set up different or
individual materials of objects under this,
they will layer as well. We can do that as
well. While the layer is given a material,
we can also do that. I'm going to show you as
well this, this option. If I click on this one
or you can see that now it's white like it. We don't see anything, right? It's white like that. If I click on this circle, we get this default material. What we get, That's why default plaster white here and we need to add a new
material now of course, also before adding anything, I want to show that
if we switch to the Rendered View mode,
this is what we see. This is the preview of
the rendering, right? With the materials given. Now, of course,
since all of these now don't have any
materials assigned, or actually they're given
the default material, which is the white plaster. This is what we see right? Now. We can add Materials different, in different places
either by clicking on the material and
let's say there. And then now here we can on this and we can click on this plus
button to add a new material. So use a new material. That's one way of doing it. Or we can go to the render material editor and we can add here new
material from here. Or as well, we can click on, let's say one of the geometries. And under the properties, we have this material as well, kind of like property. And as well here we can
add the new material. There are different
places you where you can add material depending
on where you are. On workflow, where let's
say you are working, you can close to you, you can just use that one. Now I'm going to
deselect the vase. I will go to the render
material editor. And then from here I will
try to add a new material. Let's first try these out
and see what do we get. And then we can also try to import from the
material library. So first we have like costume double-sided
emission Jim glass. These are all of these. Let's say we tried to
add a metal at zero, for example. We get this. If I double-click on this, I will then get more options. I can see more options
underneath there. And here I can change, first of all, the
color of the metal. With that I can. So let's say bluish color. Okay. And then I
here I can change the roughness from either polished to also this is like more rough
and more polished. We can also add the
bump texture as well. So these are, let's say, different options
for metal material. If I go, let's say to paint, I'm changing here the
same materials still. So this is the same material
that I'm now changing. Can I go to color? I can change lots of different
color, let's say here. And again here we have
the mat to gloss. So this is the most mad to
the most gloss, let's say. So still within
the same material that can change the type. Again. From here, I can
try these out, right? It's up to you what
you want to do. So that's one way of doing it. Another way, if, is that I can
go to the material library itself from where I can get new materials
that are preset. I can click on this one. And here I have these
different folders. These are actually coming with your Rhino while
it's been installed. Now, these are for Rhino seven, as you can see here. If you have a different trial
version that you may have, you may see different folders. If I go to the wood, for
example, for instance, and I, for example,
choose one of these. I will choose the first one, the African peak, polished
and we'll see, okay, open. Now I've important
as well, this one. Alright. And I see
still hear nothing yet. So what I'm doing now is I'm
just importing materials inside of the material editor or let the Materials
section of the file. And then I can then assign these two different
either layers or objects. I can still hear
it. Change this. So for example, I can Change the gloss
finish. I can tweak it. So that's, let's say looks like, Let's close to
moral Gloucester's, you represent 200
per cent gloss. It's a Frederick
Griffith activity. I can even change the image. So this is based on this
image as the texture of it. I will now close this one. I'll go to the layers. And if now I choose,
for example, for the table
Layer, whole layer, if I click on this one
and I click on this, and now I choose, you
can see now have the African tick polished and paint. Right? By the way, I can just change
the names of East. Can right-click on this. And I can, for example, or axioms, you can select it. And here I can change the
name for it from here. So let's say saves, paint, green, enter and that's it. Now I change the name
of it to paint green. Now, I wanted to use the African tick polished
for this layer. And then I will say okay, instantaneously here you can see that all of the objects under the table Layer have become
now, given this material. This is inside of using
the Rendered view mode. You can see that the Shark now
doesn't look blue anymore. Why? Because the color of the layer of the shark is
blue but not the material. And now we are using
the render view mode. So be careful, maybe
in the beginning, you may be slightly
confused by these like, why in shaded, I can see this sharp blue and I don't
see any colors here. But then when I
switched to Rendered, now I have a texture
material for the table, but I don't see the color
of the shark, right? So that's why, because actually we're just switching
between the View Modes. If I go to Arctic, I will see you this because it's showing me the colors
of the objects. If I go as well to Raytraced. And this is the other view
mode that also is, by the way, new to Rhino seven and not to the previous versions if
you have previous version, but you may not see in this
one as well as Arctic. Arctic also started with
Rhino six, I believe. And with the previous versions you may not have also
Arctic as an option. Alright, so the Raytraced is kind of like a live
render, a view mode. So I can go around, I can try to orbit. You can see that it gets
noisy bit and then it tries to re-render while
orbiting in 3D. It's like a live Render
basically View mode. And you can see this is here to saying Rendering and having, let's say 11 s, 12, 13. And I can also pause it
if I want from here. Double-click on this
one, and then play. And we can, let's say even
export renders from here. If I go back to the Rendered
few mode, right, like this, and now it's not
rendering anymore, just like show me the
preview of the Render, not trade Tracing, go
back to the layer. And now I said, so basically
there are two ways of giving Materials
either by layer itself. And this is the table is given
the wood material, right? Also, what I can do
is that it can even, let's say bring the
Material Editor tab here. I can right-click and I
can click on Materials. And now can see the
materials assigned, the materials that are
present instead of the file. So maybe I want the
table top to be, would write like this, but maybe the legs will have different material,
different color. Then they can do this. I
can do this for example, I can drag and drop, for example, this
one onto these, this one and this one. So now this object, this element that is
inside of the labor, the layer table, this one. It's given a different material. So this is the given material. You can see that this
island in yellow. If I deselect and
I click on this, you can see that now this
yellow highlight one is given to this one
as well to these ones. But when I click on this one, now it's given there, this one. Alright, so that's how we
can just switch, even if, let's say we want to give different materials to
obviously the inside of the same layer. Now, if I go for
example, to the vase, and I will also like an
overall layer material. And I'll click on this one. So different, different way, let's say off Adding Materials. And if I go, let's say to Pattern. And let's try this
one, 18% gray card. And I will say OK. And now this is the material
applied to the vase. For example Be, if I click on the Shark, I will go to the material and
I will actually now give, let's say, a gem. So kind of transparent
material if Actually, let's say amber for example. This is where I want to
show you the difference between Rendered and Raytraced. If I click on Okay, now you can see that the
color is red, right? When I click, once
I click on Okay. You will see that if you
don't see the color red, that is previewed right inside
of the Rendered viewport. But if you go to the Raytraced, you will see that now it
will show the correct the proper color that will be
shown when he render it. Also, this is a small
difference between the Rendered View mode
and Raytraced View mode. Only in case of
transparent materials. Whenever you have transparency, then you may want, you may see some
differences between Rendered and Raytraced. If I change the color or the material of the
vase 3D Pattern, and also add the new one. So let's say I will use plastic. And here I will choose a color. And let's say here I've shown, you can see that one, I choose different
materials from here, different types have
different options as well. So this gets, for example, transparency, clarity,
reflectivity as well. So we can also add lip
balm Textures as well. So here I'm going to call it, let's say plastic pink. And then here I'll click on. Okay. And now you
can see that we have this ray tracing
of the viewport. What I just wait a bit. It will get, you will get, you will see that the noise
will get less and less. It will decrease and
decrease and then it will get clearer. Let's say I want to render it. You can see, so again,
the shark doesn't look right chloride,
quote-unquote. But this one looks
not by their own. Let's also, I will add a
different new material, let's say to the legs. So you can see that here. I have this material, right? And I could also have this tab. I can also either
choose one of these. So I can either it
says select this one, I can click on this. Again, choose, let's
say the green, or I can choose the other one, let's say the pink one. Or I can even let say add
another one is altogether. So, so we're going to
click on this one Import. And I will go to metal. I will go to polished
and bring this one. Let's say I will use this one. So polished orange anodized
aluminum open. Alright. Looks not wet at all. I will click on this as well and also change it. For
example, right? So just examples. You can
see that although these are inside of the
same table layer, but they are given
different materials. When you click. So since this has given the, the layer material, I
don't see which one is it? I have to go to the layer and then I have to
check it out here. But since this has given a specific material that
is not the layer material, That's why can see it here. This one as well. This was given the
layer material for the vase 3D Pattern. That's why don't see it here. But I can see it from here. This one. These are
different ways. I can go to the
material tab itself. And then when I choose
any of these objects, then the material
that is given will be highlighted in
yellow like this. So this is a quick
demonstration of how we can add Materials and assign materials
to layers and objects. Now let's see if we want to
export this as a rendering, as an image, how we can do it?
48. Rendering 3 - Adjusting Render Settings: Now, before rendering the image, let's first check the
rendering settings. If I go to the render tools, here, I have here few Settings. And from here, so
this is the render. If I click on this, I
will render the image. And if I click on this, I will go to the
Render Settings. Click on this. Now, I will get this small window
Render Settings. I can even have this
part of these tabs. So I will actually close that. I'll actually either
drag this there like that or I can choose it from
here if it's not there. Alright. So here I have the Render Settings and
either change the dimensions, I can keep them at the
viewport resolution or can use high
resolution as well. Of course, he resolution means it will take
more time to render. Also, you can change the
quality, draft, good, final or low backdrop. So here we can choose
either a solid color, Let's say white one, or a gradient, or
Environment one, or transparent background even. So it depends on what
you want to use. Let's keep this at
the Solid color. White. We have a Ground
Plane option as well, either with or without it. And with the settings of
want to click on this one. Now we're going to dive deep
into the details of this. But this is where
there's training. This is where it can affect
the Render Settings overall. If I go up and I simply just click on
the Render button here. Now we can see that
now rendering, and we can see here the time
that is taking it to render. It looks like now it's done. It took 5 s to render
this image at this level. And I can now export this. I can save it. Click
on this Save Image As. And for example, I can
now type test one, and I also choose what
type of image would it be? Of course, if it's
not transparent, I can use JPEG or other
types if it's transparent. So includes transparent
backgrounds than it should be either
PNG or tiff, etcetera. So if I say choose JPEG
and click on Save, and I go to the folder. So now I have this image that
has been rendered, right? If, for example, I
choose from here, a transparent background, and I click on either under
from here or from here. So both, both to the same thing. And now we can see the
checkerboard background, which indicates that
the background now is transparent and doesn't
have any color. Of course, if it
had a white color, we can easily
quote-unquote, take it out. But this will just make
things easier and faster. There's took around 4 s and 96. And now we can save
this again as a PNG, right image and not as JPEG. If it was a JPEG, it will not maintain the
transparency of this important to know PNG and save. And if I go now to the folder, I can sit now have
this test to PNG, which shows the background
as transparent. And of course, the advantage
of this is that we can now use this one with a combination of
other images that may be working as
backgrounds for this one, it's Draw, so just
makes it more flexible. Or at the moment now
to close this window. Now, there are other
functionalities don't want to talk
about briefly here. But before doing that, one important thing
regarding rendering in Rhino is that you would like to save your position in case that you want to
render several times the same scene and each
time you are making some progress and some updates. And so you want to
save your position. And that's a good trick to
learn here in this case, because it makes
sense to do it here. To go to the drop-down arrow
there and go to set View, and then click on named views. This is a tab that's called
named views. Now it's empty. We don't have any views
in there because we've not yet save any
position of the camera. If I click on this Save As, and then I call it,
let's say Camera one. Okay? Now I have
saved this position. Of course I can drag this
there and not next to it. So just to save on space. And now you can see also
here that the name of the view port itself has changed from perspective
to camera one. Okay, I can still go
back to perspective. So set view, perspective, right? I can do that. I can see the other views. However, now I can, I have now this set view, I can click on this camera one, for example, that's
one way of getting it. Or I can go to here and then
double-click on this one. So that's another
way you can go there and double-click.
I can also get it. You can see here that
this had already the ghosted mode and this had
already the Rendered mode. So we have the same position
but with two modes, right? So we can change
that if you want. What is interesting
is that now if I orbit around in the camera one, you can see that now I
have this small asterisk next to the one here, which means that it
has been changed. I can simply double-click
on this to bring it back to the original
position where I saved it. So that's handy. Step to keep in mind. If you want to save the
position of the camera and you want to just
use the same scene, the same view, angle, four different variants
of the rendering. Alright, so that being said, let's talk briefly
about the other options that would be good to know about regarding
rendering in Rhino
49. Rendering 4 - Ground Plane, Environment, Lights: The first thing to know about to consider is
the Ground Plane. Actually you can
find these as well. So these are the options
I want to talk about. Some of them are here as
well as from the Render tab. So you can find them here. So under the penalty
of the Lights son, Ground Plane rendering
ivories, right? So these are the ones that
I want to talk about. The first one, the Ground Plane. So if I click on this, I get this tab. And here you can have, you can set the ground
pain on and off. We can also change
different options. So this is one
thing to consider. If you have a ground
plane in the scene. The other thing is
the environment. And the environment
is a more complex, Let's say field. It's like Materials. And the environment itself is, you would imagine that
as if you have around the scene big sphere and it
has some materiality on it. And so basically that
is the environment. Here. You can see
that it's similar to the Materials tab,
right? Lecture. I've kind of like
a Environment type of environment, material. And we can change it. Of course, we can add more environments and also the rotation
of the reflectivity. So basically it affects
reflection of the objects. I can even add a new
environment as well. So this is, let's say the studio environment,
the default one, similar to the default material, the default white
plaster that we had previously before
adding new materials. I can click on this
and then I can go to import from
Environment Library. So also similar to the materials library also
have the Environment Library. And for example, for instance, now I can choose one of these, let's say Rhino interior. Let's say, let's just try
this one and say Open. And now you can see that we
have this Environment added. I can double-click on
this one to activate it. And here I can go here and I can try
Raytraced for example. You can see now we can
see this environment. When I toggle around it, I'm going to now put this one
there as part of the tabs. And you can see now we have
this environment around us. And this will affect
the reflectivity. If I change the environment, it will also change
how things look like. I can go down here
and I can change, for instance, the rotation. You can see here the deflection is changing, updating here. In see this on this
side of the vase. One, I change this angle, right? You can see that's deflections
just going around. So this is more advanced
thing to talk about. And in another course
that is focused on rendering in Rhino
itself, we are, we dive deep into these
parts so they Environment, Lights, Ground Plane,
son, etcetera. But just for you as a
brief introduction, just to let you know
what is possible, what is in there and Rhino
that you are aware of it. Alright, so let's environment. Now if I wanna bring
it back to the studio, I can just double-click
on this one again, and I'll bring it
back to this deed. You do the standard environment. So that's the word
environments that we have, the sun as well. So if, let's say have
some on, for example, that we can see that we
have a new shadow added. And now I can even
change the angle of the sun so I can go
to manual control. And I can change the angle. You can see now this shadows are updating based on the
angle of the sun. Right? If we go down more. So if I take off the
manual control here, I can also locate, it says indicate a location
on the globe where I want the position of the sum to be as well as the timing in the year and also
during the day. So it becomes important, let's say if you are making a rendering for a
building, for example, and you want it to be
super realistic with in terms of the sun and determines
if the timing of the day, then you can go to this part and then you can also
change it accordingly. That's regarding the
sum. If I take it off, now you can see that
it just brings it back to the original rendering. The standard random
without the Sun. Also have the lights. As well. As I said, we can even, let's say here from here
to on the sun so we can turn things on and off
from different places. So this is applied to
the sun itself with the lights because it's considered as one of
the Lights, right? If I click on our and you can see that
now with this is on, if I take it off, if it goes off
from here as well. We have the skylight, Eccles turn it off
and bring it back on. And we can even hear add more light as well
if we want to. And basically, that's it
also lets say the Textures. This is regarding specifically Materials
that glute Textures. In this case, if, let's
say we want to change the African teak wood
texture to scale it, to make it bigger or smaller. Technologist to update
it based on what one. Because let's say, let's think
that maybe the texture of this material on the table is too small or too big, right? So then we can go
to the Textures and then we can
change that here. We can change the
mapping of the texture applied on the material,
the material as well. Alright, as I said, I explain more in
depth about all of these options and steps. In another course, specifically focused
on rendering in Rhino. I personally think that Rhino
is capable of providing a great quality rendering without needing to install
expensive plugins. External plugins. Rhino, of course, are welcome to do
that if you want to. But out-of-the-box Rhino seven provides an excellent
quality of rendering, which I would
recommend you to try first before going and
trying something else. Just using the Raytraced, let's say mode here. You can see that almost
let's say having a ready rendering that we can share with other clients and inmates and
consultants, etcetera.
50. Rendering 5 - Saving Camera position: And now that we
are more familiar with rendering in the Rhino
and what does it mean, how we can render a scene? And how we can apply my
tutorials in Rhino two objects. I would like please ask you now to first add few materials here. You can click on this adds plus sign from
the Materials tab. If you don't have this tab, you can right-click
here and then you can add the materials
here from here. And then you can
add few materials. You can try out these ones or important family from the
material library as well. Then please try to change
these materials accordingly. So you can say change the
layer material or it can, let's say drag-and-drop
a certain material to Specific Objects
as an exercise. The second thing is to please try to add a
new Camera position. So you would simply, let's say rotate like this. Let's say I'm Camera one, right? So I can bring it back if I
double-click on this one. But if I rotate and I do this, let's say, and I zoom
in slightly more. I can now as, as it is now a can
click on this, Save As again, and I
can say Camera Tool. And then I've added
a new camera, right? So please try it out as well yourself and try to
add the camera three, the camera for maybe let's
say two new position that you would see the objects from different angles and
change the materials. And then try to also
render the scene that you have with the Render Settings. So you can change these ones, and then you can click on Render and then you
can Save Image As, as well the way you want. And also makes sure that
the backdrop here is, let's say either transparent
background or soldier. Up to your preference. For this, I would say, let's take around
10 min or 15 min or stopped you try to do that. And there's no solution to this Per Se already
what I've done, maybe like one of the optional solutions
that are possible. Alright, so this is a personal exercise to test
your skills with yourself.
51. Rendering 6 - ViewCaptureToFile: Alright, so I hope that you
were able to successfully add new materials and
new camera positions and then render the image. One thing I would like to
add here regarding Exporting The image is that it may
be that you would like, for example, to just take a
snapshot, a quick snapshot. You don't want to render it, like you don't want
to say to wait for the rendering to happen and to especially that maybe you're already using
the different settings. So there are an interesting
thing instead of Rhino, which is to export the
view from the viewport. And this is using
the command capture. The ViewCaptureToFile
is a command that would allow you to extract an image from the viewport
without meaning to render anything just depending on your preference that you'd like, what you see, then you can
also extract this one. And this case, it
looks like this. And then you have these
options regarding the resolution as
well as the size. If let's say what
are fine with this. And also can change the camera, right to camera one, camera to just depending
on what you want. And then we can now can
go and click on Okay. And you can also change the, let's say the name S3
for example, on Save. So now we have
captured the image to the file without needing to Rendering it and
then saving it as, right, and this is
your get the image successfully saved as etc. right? So this is one way of exporting images even
though that rendering, so even let's say you are, let's say using a ghosted
the View or we are using, I don't know, Arctic or
something, any image. You can always use
this View Capture to File and then you
can export whatever you are seeing here
as an image with high resolution without needing to use the operating system, the snapping tool,
because that one would just use the screen resolution. And that may be slightly
smaller than what you want. But using this command, it will give you a
high-resolution image of what you see in the viewport
52. Drafting 1 - Preparing Layout and importing object: One of the underrated
hours of Rhino3D that is not very spoken about and not mentioned often are
the drafting tools. Rhino can not only
provide amazing, an excellent 3D modeling
tools and commands, however, it can also provide
drafting tools so that you can also export
your designs. You can make nice Title
Blocks and Layouts and print them and
export them and share them with other consultants
and designers and clients. And I'm gonna show you
what we can do with Rhino, what Rhino can provide. Of course, you can
use other software that are more specific. Regarding drafting. For example, AutoCad and other software where drafting is the
main thing there. However, here,
drafting powers and operations and tools and Rhino or also super powerful and invite you to take
a look at them. Now, I went to the
Drafting Tab here. Alright, here we have most of the Drafting commands and
operations that you can use. One thing regarding
drafting is that now we want to make a new
layout, right? So now we have these
four viewports that we are familiar with. However, for the Drafting, we cannot use these Viewports
as they are now and export them as PDF
documents, as drawings. What do we need now
to make new Layouts? And this can be done
with different ways. Either we can go to here, so this is the panel there. We can hear, let's say, click on this one
to the left button. New layout with four details. Details means like for views
or on the right-click. We can click on this one, right-click and then we can get new level with
only one detail. Alright? If I just
now simply click on this one with the to
get four details. So for views with the
left mouse button click. Now you can see that now
we have this page one, and now we have this
also a new tab added. So previously we
had these types of respective top front right. These are Viewports. Alright, so different camera
angles and the Model space, but the page one is not a
Model space. It is a page. Alright? And instead of which
there are here these views. Okay, if I
double-click on one of these, double-click on this one. Now I am inside of
one of the Views. This is now the top view. I can double-click again
anywhere to get out of it. I can double-click on this one. Now it's perspective, 3D view. I can also go out by double-clicking on this
one or I can click on this drop-down and then
I can click on layout. This is where I can
go back and forth. I can click on,
double-click on this one, that's the front view and
also get out of it from here, I can click on this one and
go to detail right here. Let's say you can also
let say over, over these. And then you can choose
which one you want to enter and then you want to
make some changes from there. I'm going back to the layout. Another thing to
be aware of while working in Layouts is that
there's a tab called Layout. So I can either
click on this one. This is the layout panel. I can get it from here, or I can close it. I can right-click here and I can activate it
from there Layouts. Now I have this panel or Tab that is next
to the other ones. And you can see that now while you are progressing
with the design, so maybe the beginning, you only are focusing
on 3D Modelling. So you don't need this
tab, for example, it your all you want to
make some Rendered tests. Then you can bring in the materials and
textures and lights and all the other Rendering
really tabs in there. And then now we are drafting
at the Exporting of the project to export it in PDF form and then you can
later on printed on paper. Right? Now we're using this
new tab, the layout step. I could also have
done this like this. I can take it out. I could have also went
there, click there, and then click drag, slided, and then put it there. So just Trim you
the different ways of moving around the Rhino. I know that now are at a more advanced
level than beginner, but still it's always
good to show you how things work around
with different ways. Alright? So this is as well like your different options
of, let's say, I think, let's say new layout
that is empty or add new detail views as well, like these ones, maybe you want, let's say more than four ones. We can do that as well. This
is the layout properties. So you can see that
now by default, when I clicked on this one with the left mouse
button right, that says that it will bring
us new that with for details Now we have this
view, this page, one that has this size, okay, that is close to an A4 page
size and portrait mode. I can right-click on this one. And I can go to Layer
Properties, this one. And here you can change this. I can change it to
landscape, for example. You can say, okay, now
changed the landscape. Now of course, here I have
now to change diffuse again. I can click on this one and I can move this one like that, right? I can do this. What you can see here,
like this is if you, and it is not a Geometry Per Se. So I can change the
view window, right? But I cannot let say now, move this point to make it like a trapezoidal
or let's say not. It should be always a squarish with 90 degrees
angle of viewport. That's how it is. This.
Alright, with Layouts. For example, here, let's
say I want to add a border. I can go to the
layers right here. Also, another thing that it
is important to consider while working at the stage
of Layouts and Title Blocks, is that it's very important
to separate between model space layers and
the layout layers. And this just to avoid, let's say, the
confusion or mixing up, let's say between model space and Layout because you will
also are going to show you here as well soon that
we're going to add now some annotations,
Dimensioning Leaders, etc. on the layout on the page
and not inside of the Views. And those should be also inserted in different layers
than the Model space. Now of course you
can do them in one. You can work everything
in one layer, but that's not flexible
to turn on and off things do you want to see or
you want to hide, etcetera. So solids, good to now use
layers for our advantage. In this case now I can maybe
make this new and call it model model elements. And then a new one, I'm going to call
it Layout elements. And then now here I can
double-click on this one. And maybe now I can make
now new sub-layers to specify more in detail what
the elements are about. Second, I'll make
a new sub layer and I can call it border. For example. I can
double-click on this one. And here I will just
draw a simple rectangle. So you can still now draw this. You can use the same tools
from the standard, right? In the layout. Of course, we cannot draw geometries to. It's not really intuitive. Geometries are drawn
in the Model space, but here you can draw
the 2D elements, the curves and polylines and rectangles and
polygons, right? To draw vase, I'm
gonna just draw, let's say over from there. And here I can
click on this one. And I can offset, let's say with a distance of, so now we have the
millimeters Units, right? I can say I wanted
distance of 10 mm, which is equal to 1 cm. Okay? And now you can see
that this is part of the layout elements border, right? And this one as well. Now I can, I'm doing
this because now I can control these views
more precisely. So I can do this. I can select this one. So this actually, now
what I can do, I can, for example, make a new layer here as well, part
of the border. And I will call it here detail views so that these ones are
part of this layer because still I can
change these ones. These are also part of a layer. And by default now, when I only had the default
layer and I added this page, these came inside of this layer. So now I can choose these ones, Detail View, Detail View and then this one but
this one Detail View. And then I will see Nero hero have one details
to add it to Selection. Okay? And here we
can see that we have four detail views in
the properties, right? What are the objects
that are being selected? I'll go back to the layers and I will right-click on
Detail Views And I will say change object layer. And now can even turn
these off if I wanted to. Alright, so now
it's more flexible. I can now move around
and then change them. But I will do now is I'll activate this one
and I will lock this one so I don't want
to touch these ones over. I know that there is a
rectangle there and there. What I know, I only want
now to change these ones. I'll click on this one. I will select their
points. Alright? I will type new and I
will move this one, let's say to the middle,
middle point, right? I will also click on this one. Drag it there, drag it
there. Click track. So you can see that I'm
sometimes using the move, sometimes just
dragging the points around for that's fine. I can use these ones. Turn on the points that
see I can do this, I can do this as well. Our move these ones
to the middle. So now I have these
four viewports inside of the page that is
in landscape mode, right? And one thing also to, to know that these, although we can see the lines
of these views when print, like when export it to PDF, will not gonna see these lines. So that's why we can draw
borders to show these lands. If we want to show these lines. Sometimes like part of the conventions of the title
block that you want to draw, that you would like to see
the border of the page. So then you can draw
the border itself. Alright? Alright, so now go back to the Drafting, correct? And we have talked about these. Now, we want to import a geometry because now
we're just working on this page one and it
would not don't have yet a Geometry
inside of this file. We'll go into the
perspective view there. And I will go to the
other file, the vase. And here I will just import
this Geometry inside of the Drafting file so that we can now
rotate this geometry. For this one, I'll also
use the full vase with the Handle and the
spout on this one. This is part let's see
what do we have here? So this part of this box, right? Let's see what are
we selecting to make sure that we're
doing it correctly. I'm not using, let's say,
overlapping variance. So this is with the tip, that's the Typically that's this connection with the Vase and the Spout external surface. Alright. And let's see if
we and what about this one? That's the other one.
That's it. Trim done. Okay. Perfect. So
I have these ones. For this one we have open
this open Polysurface. And for the Handle
we have these ones. Okay? So it looks like what already had here
turned on is fine. I will click on Control
C to copy, to clipboard. I'll go to the other five. And here I will paste control V. You can see that
now this game and with the respective layers. So the Handle, the
vase with Handle and a spout can see that
now when I deselect, I can see this in wireframe. I can change this, let's
say two shaded for example. And here I will just make a new layer called
vase only simply. And I will drag and drop these, all of these layers,
these Detail Layers under the vase layer. So this is the vase, this is the Handle and
this at the Spout. And then I will also bring
this phase inside of the model elements
just to organize myself that unimodal elements,
then we have the vase. We may have also
other geometries, but only for now, only have this Vase, right? And then it has all of
these sub elements. Alright? If I go now to
the page one, by the week, page one, I am not forced
to have it called this way. I can right-click
and I can rename it. You can maybe call
it, I don't know. Faze presentation just
as an example, right? I can also go to the
Layouts panel or Tab. I can also change this one. I can double-click and
change the name of it also from their right-click. And also I can Eve Alice, and you'll get from here. We can use the
properties as well. From here, I can just do a
lot of things from here. Alright? Now, you can see that we don't
see a lot of things yet. We can see something
there, right? But these views, we
don't see anything yet. So what you can do
now we need to change the scale is views as well as the position
of the cameras, right? So I can double-click
on this one. I can zoom in and out when, while I'm inside of it. I can go to the properties. This is now very important. And here we can control
the scale of each view. So for example,
let's say that now I want to use something
that is around this So maybe let's say
the scale would be one to ten as an example. Alright? So this is where
we can determine this. So this is the scale, this is the layout, and this is the Model space, which means that for
every 1 mm on the layout, it is equal to something,
the Model space. So it could be that you are doing a Product design project, then you will use
something that is not too big of a scale. So maybe look around one to two, one-to-five just depends
on your project. If it's a big architectural
project or urban project, then you may go with a one
to 101 to 1,000, cetera. So just depends on your needs. Alright, for now, I'm going
to just say do one to ten. Enter. So now I have
this view at one to ten. Now, I can go out of it by double-clicking
anywhere outside. I can move around with the right mouse
button to pan around. But if I double-click on this
view now and I move around, I am moving the position of the camera inside of
this left, right. Also, I, if I zoom in and out
with a wheel mouse button, I'm changing this scale. So very important to
be aware of this, I can bring this back to ten. But if let's say I want to
just lock this scale so that it's not changed by accidental movements
from my side. Then I can lock it. I can click on locked. And now I can even I'm now restraint from
even moving around. So although I can open it, I can select things
and I can zoom in. But when one is Zoom, I'm not zooming instead
of the view itself, but in the Layout space. Although this is activated. Normally if I'm inside of one of the Views And
I zoom in and out, then I can zoom in
and out of the view as if I am actually
instead of the view itself as if I am now
here in perspective, as if that's one
of the viewport. So if I want now to save this
position, I can lock it. I can click on locked. And now I cannot anymore orbit around that
cannot anymore zoom around. I cannot anymore pan around
inside of this oval it's activated that can still
select elements from it. Okay? I can double-click
outside or I can click here and I click on
Layout to get out of it. Again, I can change
the view mode of each. So I can, for example,
click on this one. Here. I can change
it maybe to Arctic. I don't know, maybe to
render it or something else. Depends on what I
want to show, right? What, what is the
graphic of each one? Get out of it. I
can get this one, I can change it to,
for example, shaded. For example, just depends
on what you want to show. Also, since you can see synthesis has been
locked previously. When I'm zooming in and out, I'm not affecting the scale
of stress lockdown in there. And even I can save
change the display modes. I can change the color. The background is gonna be
like radiant two colors, or it's gonna be a solid
color or I don't want to see, for example, the IsoCurves. Maybe I want to see
you them because it's part of our
presentation to show the structure of the geometries just depends on what
you want to show. Maybe let's say the 2D drawings
or the technique more of a technical drawings and
then 3D just a quick render, a quick feel of how the
project looks like, right? So depends on your needs. Double-click again inside of it. I would outside to get
out of it in and out. Or I can click on this one
and get out of it, right? So different ways of
getting in and out. Flexible ways of moving
around as well here. So this is now I
can double-click. Now this is the
front view, right? I know this because
I have this front. I can see it here. I can zoom
out just to see where I am. If I cannot find myself, right, I can just click on Z, E to zoom extents. And our can see where I am. What do we have in
the Model space? But of course now this is not
matching this scale, right? So I can now Here type ten. And now I have
matching the scale. Of course now maybe I want its size, let's
say presentation. And I want these to be matching lecture this
view with this view, with this view, right? The right view to do matching. I can now lock this one. I
don't want to move around. And then I can draw
in the Layout space, okay, guiding lines so that I can now match exactly
the positions. What I mean is that
if this was unlocked, but this is still to this scale, but maybe this is like that It doesn't look professional, doesn't look right over there
is nothing wrong with it. But it's always good, as good practice as a professional designer to your drawings to be aligned with each other so that
you can also let say sketch over this
page when you are, let's say having a meeting with the consultants and these
are designers and clients. You can project lines. You can make sure
that the design is just in good
form, in good shape. I will just here, locket, go out, go out of this one. I will go to the layers. I will now make a new layer on the layout, the
layout elements, and I will call it
guidelines like that. And now I can draw guidelines. I can either use these tools, these ions, for example, this is line perpendicular
from curve or a single line. Or I can even go to the standard Tab and I can draw
lines from here, right? So I can now draw a
line of poor line that say from here and I
can zoom in there. And for example, I can say
looks like here because this is the curve curviness of the surface that
is not economic, let's say snap to it. But I can snap to other parts of the geometry because all I'm actually not outside
of the geometry. I'm inside of image space, in the Cloud space and
not in the Model space. But you can take and now snap to different parts of the
geometry accordingly. Now can see this is also, it was this sweep. And that's why I cannot let
say snap to one of this, like this side of the surface. So let's see. If, let's
say I want to find, let's say this not right
or the squad there. There's the top of the
opening of the phase. I can just draw a
vertical line like that. And now here I know that this
is somewhere there, right? Of course, I can
change this view as well to a different view
mode like this one. So this was shaded. Double-click on this one. I can change this one as
well to shaded. Now since this been locked,
I cannot move around. I have to just do
them slightly there. I'm not changing the
zoom of the view itself. So this game is locked. I can zoom is likely there, then I will unlock it. I will only without using
the wheel along and now move route just pan around to move the
view like that. So now it's following
the guideline, right? And then I will now look
at before getting out of it or before zooming
out, I will lock it. I will now use the
wheel to zoom out. And then I'll click and then you get out of the view itself. So now we are having this to
be aligned with this one. I will maybe keep this
slide and if I wanted to. And then again now let's
go to the right view. This one. I will click Type II. And then again here I will use the properties Tab to bring
this back one to ten. And I will get out of it. I'll go to the layers
there, the guidelines. I also draw a line from the bottom there because
the scope just curving, curving to the inside. Maybe if I use the same step, let's say what and
I will do this. Here again, I will double-click the blocked yet all
first change to shaded and move it like that. The molecule can get out of it. Just like locket thought of it. And now I have this
that is matching. So we have the
position is now being matched and now we have this 3D. Alright? Now, one
thing that we want to add is the view names, right? Because now we don't
have the view name, so the view titles. So I will now make a
new layer instead of the layout elements
layer under this one. And here I will say View titles. And here we simply
need some texts. Now first I will just turn
off the guidelines layer. And I will type text. And for example here
I will say top view. Let's see what do we get
if I just see, okay. Okay, It's too
small on this one. Go to the properties and
I will change the height. Let's say two Ten, so that this
means it's gonna be 1 cm with us too big. Let's bring it back to five, right, so that's
more or less better. And now here what
I want is to copy this with the exact position respective to the view, right? So see, BY click on this one. Click, click, click,
and then this one. This is the left, sorry, this is the front view. We'll call it View. This is the right view. You see I can either
double-click on this one. If I'm in the layers,
I can double-click on this one to get this
edit text window. Or while selecting this one, I can go to the properties. I can change it from
here. So both ways work. Right click. And this is now I can
call IT perspective. I've changed the view
titles of each view. Now of course we can
just detail this more. We can let say add
the title block. Maybe let's say I want to
add the title block that is at this corner, for example. And since I can move this, let's say this more in
this direction slightly. And this is now
locked, unlock it, and I will move
the shift so that can ban with this
horizontal, right? I can do it slightly like
this, just not too much. And I will lock it again. I'm controlling the
scale so I can see the skill is not changed
because I did not use the wheel, the zooming. Get out of it with DoubleClick. And then I can, for example, now make a new one, new layer called title block
and will activate this one. And for example here I will do something like this just as quick, really quick example. Of course, you can detail this more later on,
you can change it. And then here I can also make a new text called or actually I will take this out and I will make a new layer
under this title block. And I will call it text. So that can know
that I know that this is part of
title block text. This part of well, actually they're also Making new called boundary or border, say border just to
keep it consistent with the border of
the layout elements. So this is the border
of the title block, and this is a text I can
call it, for example, I can copy this text there. And I will change this
one to this layer. I will also change, let's say this to
three, make it smaller. And I can say like project vase. I can say designer, designer. You can see version on whatever we can add, let's say date, etcetera. Anything that you
want to add in terms of information regarding this. Of course, this is a
very basic title block. We can add, let's say like a
big title block that is like one side of vertical one or bottom title block to the page. What I'm showing quickly
what we can do with this one. Quick example.
53. Drafting 2 - Dimensioning: Now let's say we want to add some dimensions along now to make a new layer under
the layout elements. Let's say here new one, note instead of title block. And I'll call it the dimensions. It is important for the
dimensions to be added inside of the detail views and not on the layout page. It
makes pain more. We have this Layout Page right? On which we have few
Detail Views, Right? If we add the dimension
on this layout page, then you are Dimensioning the page itself or these
based on this page. The maximum of this would be the width and the
height of the page. This page is a letter page. If I go to the layout, right. So the vase presentation,
That's the layout title. And at the size of
the 20th seven, 9 mm, which is the width
of this pages, a letter size and the height
of it is 2,015.9 mm as well. If I type DIMM or I go
to dimension and linear. So both ways work and
I click and click. And now I can see this is
the width of the page, so 2,097.497, 0.4,
right? So it's matching. I cannot now Dimension
anything inside of the views while having dimension being applied
on the page itself. So the dimensions
must happen inside of the detail views
to be part of the Model space, to
be more correct. And so what I would
do here as well to be more correct and
to be less confusing, I want to move the dimensions
layer, the model elements. This one do dimensions, this one there, right? And also move this one to the bottom and also
activate this one. So dimensions are part
of the model elements. This is maybe the only
Annotation element that would be also part
of the Model space. Other ones, let's say
Adding Leaders and text and other things. We can add them in the layout. Maybe also Hatches, might also happen in the
Model space as well. But other elements
like other ones, titles and text and I'm Leaders could be part of the
layout elements in any case. So now that we made the
dimensions layer and then, and now it's part of
the model elements. Now I want to, for example, now dimension, add some
dimensions to the geometry. So I will double-click on this with a zoom-out and you
can see now it's locked. If I zoom in and
out, I'm not zooming in and out inside of the view, but on the page and that's
because this has been locked, right, which is important. If this was not blocked, it will then zoom
in and out and they will change the scale
of the view itself. Alright, and let's try now, okay, to having this
to be activated. And I will first go
to dimension and then click on linear dimension. You can see I can snap right side because I can see the edge of
the surface, right? But if I want to click
here for some reason, it looks like I cannot see Making the
Snapping happen here. Let's check this
out here as well. I cannot do that as well. Even here. So now I'm trying
to dimension, but it, It's not being able
to grab that edge. It can actually grab the IsoCurves are of this
surface that's possible. But not these compute to us to be the edge
of the surface. Now, this is an
interesting geometry. This is not, let's say
like a ordinary geometry that is orthogonal, that has clear cut edges, but it has these surfaces. And what we can see
now as a projection is this surface at Rhino
doesn't understand that it needs or where we want it to touch or to
snap on the surface because this is a
surface that is going and going continuously
around this pipe, this right the way
we made the Handle. And it cannot recognize
where I want it to snap on So this might be tricky to
do it the classical way. So if want to dimension again, I can snap to the edges
that I can see, right? Or the IsoCurves but
not these surface. And this is actually
an opportunity now for us to learn something new. But first, before doing that, I just wanted to
show you as a proof. If I build another geometry, like if I will the cube. And let's go to the perspective
for a moment like that. And I go back to the layout. I can dimension
this pretty easily. I can click, like you
mentioned, like That's right. That's pretty easily, easy because I can see clearly
the edges of the cube. But for I'm going to delete
this one and also these ones. But for such a geometry that maybe organic, non-linear curvy, then this might be
the problem so far, but I'm going to
show you a trick that we will actually
overcome this. And this is a good
opportunity for us to talk about make to D, which is this can make
2D is a command that would Extract for us the
outlines of a geometry. So just give us a 2D outline
of a surgeon Geometry, even if it's a curvy geometry, has curves and non-linear or non-orthogonal
edges and surfaces. And this, I mean, I've used this intensely previously to make nice diagrams like to give nice outlines, thick outlines for
certain rendering or for certain visual diagrams that
I had to do previously. And this is like
a common practice among advanced trying to users. Here in this case, we can use this
trick they make to D command in order to extract, do the layout of
a certain object, any certain View, and then use that one in order to snap
on for the Dimensioning. So I'm going to also make here a new layer called make to the actual amount
of dilute this. I'm gonna, we're gonna actually
get this automatically. When do we do this? So now I'm still inside of the
top view, right? I cannot orbit around
because it's locked, but I am inside of it. Is here. Vase presentation detail. And then top right, I'm going to click
on this one make to D. And here let's
see what we have. So select objects to draw. When I say all of these
because I can select one, just a few ones, but I will
now select all of them. I want to make 2D of all of them and press Enter when done. Then we get this window. And then here we have few
options so we can change, we can choose which
view we want to make it to the from top view. We have different projection
options like that. I'm going to now for this
example, uses the C plane. And I'm going here also to
keep this object properties. I'm going to keep it
by output layers. I will just check this out. So it looks like you can
click on these ones. I can. And you get actually
I like here, see these random Agadez, I'm gonna get, just keep these
as the auditing standard. Alright. I'm going
to click Okay, and here you can see
layer name is going to make a new layer for
us called make 2D. Okay. Wait a bit. Now this make to the object has layer
has been added there. I'm going to move it
to the model elements. And if I, for a
moment hide these, I can now see this
is the outline of the vase in the
top view mode. Okay? Divisible. And you
have the curves. And this is the make to
the, of the external. So this is where we were
not able to actually snap on the edge of the
surface in this view. Now we have it. So now we
can dimension based on this one as well as the sport. So I can turn on these. I can, for example, as I sake of just making it clear to me, I'm going to change the color of this to red, for example. And you can see it there right. Now. I can add dimensions that are
snapping to the mic to D, to the outline of the
object mentioned in here. Not for example, click on Shift and
will snap to the quad, they're there to it. Okay, so that's now a
precise measurement. Again. From here I will go one Let's say the bottom is not odd. Alright? So now we added
these two-dimensions as add the dimensions layer. Now they look to me
a little bit small. Similarly, the previously
the text we made thee the title of the Views. And here, actually, instead of changing the text height again, so I can change
this, let's say 23. Let's see what happens
if that's too big. Maybe as for dementia, maybe two, maybe
that's better, right? Instead of doing that manually, let's actually make a new style. So what do we have here
is actually a style. This is the default style. And we can see here because
we changed the height to two, which is different from one, the default height of the text for this
default style is one. So now it's in black, right? But once we change, it
becomes blue, right? And because we have now
different than one. So instead of doing that, I'm going to bring
it back to one. But what I'm gonna do is to add a new style only
for the dimensions. So I'm going to click on this. Then we have this activated. I will go to Edit Style. I can click on this to edit it. Or I can go to tools,
options, Annotation Styles. And there we go. Here we
have the default style. Now, this is the default style
I want to add in Houston. Before doing that, Let's
do just go through what we have as options
for these titles. We have a font, we have text, alignments, etcetera. We have dimensions. We have arrows. We have length units. They look like we have angular units, Leaders,
and tolerance. Alright, now we're going to look in every
single one of these, but the ones that actually help us make sense to
us in this case, I'm going to click on the Annotation Styles
to make a new one. If I click on this
to right-click to duplicate or something,
it will not work. I have to click on this one and then I have to click here on mu. And then now I can choose
from one of the previously. Let's say these are the
built-in template Styles. I can't you let's say
the default as copying, sending Settings from
the default one. And then I'm going to
call it dimensions. Is that only four
dimensions? Click Okay. Now I want to activate it. And you can see now this
also turned into bold. Now I click on this, and now I can change the style for, let's
call dimensions. Alright? So first
I want to change the height to two as seen here. So to keep this there. And the other thing is that
here we have a decimal place. If I click on,
Okay, now I have to click on this and change
it two dimensions. So that now has
the height of two. But for this, let's
say resolution, I don't want like
millimetre, like decimals. I want only to have, let's say integer numbers. So I will click on
Edit Style again. And let's change that from here. I'll go to the length units. Here will change the
linear resolution to one. Once I click on Apply, adjust. I want to also add a
suffix millimeters. Maybe I want to also
add a space between the dimension and
the MM like that. And then I'm done. I don't want to add to
change other things. I think that's fine for now. Now these dimensions have the
style assigned dimensions. And maybe I would like to add only particular
description for the dimension, for this one to be
the length, right? So I can do that with us here. We'll click on this
and type length. So this now adds the length
text only to this one. And I will here, Let's say that point. It will only add the text
as width for this one. Maybe also it looks like to me, I don't want to say
these lines to be too close to the vase like that. It's fine. Rock
history, It's okay. Also do this. Also these ones Okay, so now we have like a nice, they mentioned geometry. Now of course, in the end, we want to make sure that
this make two D is on right? We only used it as a guideline for us to dimension the object, but we don't need to show it. Of course this is up to you. Maybe you want to
actually show it part of your Graphical goals. That's possible, of course. But for this reason now in this case you only
want to use it for, as a basis for the dimensions. Alright? So once having, having
added the dimensions, what you can add more
now our leaders. And in this case, I
would like to add the leaders in the layout page. So I will add a new
player called titers. Will activate it. Here.
I will go drafting. And we'll go to later. This one. Here received style
dimensions, right? So already, like you're
staying us since this style was activated, right? So before doing that, if
I were to tools, options, you can see that this
tile is in bold, which means it's now
activated skirt, right? So wherever we want to
add as annotations, it will use this one. Actually, since
we're going to use this 14 dimensions N Leaders, I can just say change this. I can rename this to sanitations
or and rotation only. Or yeah, that's, that's fine. So that we're using it to
many other notations. Okay? Going back to liters, right? And here for example, I would like to
give assigned this. And it will just click on Shift, click and space or enter. And then I would like to
appear Spout for example. And then here, Let's
also add Handle. Also Shift and space where
Enter and then. Okay. So now we have annotated also the geometry with specific texts that you'd like to add, right? So that's how we can
quickly and easily, let's say add some annotations, dimensions, and
leaders. In this case. I would like you please to try the same thing with the front
view and the right view. Maybe it'll be a good
step first to make 2D as well of these because
it may be challenging, let's say, to, say grab. Let's say this part of
the surface, right? If I click on dimensions,
double-click. And of course this
is locked, right? By the way you can see
this is, this is the, these are the curves
of the mic to the first one, the top view one. Let's try to make the
D for this one first. And during this offers front, so it's using the activated
view and that's fine. So we debit awful lot too long. Okay, So it took a few seconds. It made, it made the new
make 2D layer here, right? Actually you can call
this, let's say front. And I will call this top just
to avoid confusion also, I'll move this one there. And now we have, if I also change all of the
curves to read as well. Now we have this outline, right, of the geometry
which you can use as a basis to dimension
the geometry. So I'm just, I just did
this for you as a step. What do great if you
can do it yourself. And also for the right
view you can see here as well as sensory. I've added these in the front view and this plane of the front view that we're can see them being
added there, right? As part of the geometry. Looks like we have this, yeah, this is curve. Alright. So please
try to do that. First step to D to use as a basis for the dimensions for the front view and right view. First, start with the
fungi and then make all of the annotations so make
2D than dimensions, then add Leaders and
the right view as well, please make to the
dimensions and leaders. And also make sure that
you are working in the current layers when
you're doing dimensions. And then after activity Leaders in order to work in either
when you're doing the liters. Alright? So for this maybe
I would say, let's have, let's say ten or 15 min, maybe 15 min, let's say, are good for you to
add these dimension. Then it's going to come back. And I'll then do them also for you as a solution
to the exercise. Okay. So please let's take 15 min
54. Drafting 3 SOLUTION: Alright, so how would you
are able to apply the steps? So Adding it make to the curves and then Dimensioning and then
adding the Leaders. Now here I've already made
the two D for the front view. So now let's add the dimensions. And actually there's
something that maybe interesting for you to know
is that four dimensions, as I've said previously, that these must be added
inside of the view itself. However, if you add them by
snapping to the geometry, then it will recognize
it. So let me show you. This is another way, but
it's a risky way because if the Snapping was not
being done correctly, then the Dimensioning
will be wrong. But just to show you as just
for you to know, right? Without having to
activate this view. We are now in the layout view, so we don't have any
Detail View activated. If I add a linear dimension, let's say the width of it. And I snap to the
geometry of this. I snap here. Somewhere. There. You can see that the dimension
is actually dimension of the object and not of this
dimension on the paper. If I don't do it, if I just do this, snap to this dimension itself. But on the paper not
raised to any geometry. This is 74 mm on the
page, actual 74 mm. But this object, in real life, when it's scaled down, It's still has the length of
this 738 mm and not 74 mm. So this is actually a
proof that this dimension, if snapped to the object, it will give you the
correct dimension. Even if you are, you don't have this
view activated. But personally, I would prefer to do it in the
Model space in case there was something wrong
with Snapping or something that was not being done
correctly or properly, that the dimension then
we will not be correct. So just to avoid any confusion, any errors, I'll prefer to do
it instead of Model space. But just for you to know as an information that you can do this in the layout without
needing to activate the model, the VD view, alright? It's just up to you to
do whatever you want, but I prefer to with inside
of the Model space buffers. So linear. Again. This is the width and it
looks like the height is, this is the higher point
than this one, right? If I draw a line, yeah, it looks like this
is the higher point, highest point dimension,
again linear. Let's use this one there. For the bottom side. This one, click and click. So that's the height
of the object. Now I'll this one. And I will not now just refine these just for you to know
that this is how it's done. I will not like add
all of the texts. You can do it later
on, but just for you to know about this. So I've added the dimensions and now the Leaders inside
of the Layout space. Now, drafting, we can look like click Enter, as well as alright, so that's for the front view. Now let's go to the right view. Activate this one. I will turn this off and let's
make it 2D. Or this one. Hopeful that it's
gonna be done soon. Also, it may be a good
thing to do to save your file first before
applying the Duke of command. In case of crashing your file, maybe because it didn't
handle the operation. Alright, let's write
this is the criteria. So let's move this one also
Model space, model elements. And also let's make these
red curves, alright? And also let's now add dimensions while still
inside of the right view. Okay? So they mentioned aligned linear
dimension not aligned. Let's click on the
bottom side here. For this one. Right? That's it for dimension, I'm going to add the
activity, this one, and then I will go
to the Leaders. And I will add now the Leaders Handle. Alright. So that's adding dimensions and
leaders to these ones. Of course, we can now turn this off, right,
so we'll see it. Now. You can see
that you can see the dimensions on the
perspective view, on the 3D view, right? And maybe we don't want
to show that maybe the perspective view is
only as a representation, as a graphical representation of the Geometry without needing to add these details, these
technicalities, right? So how can we do that? If I turn off the dimensions
layer altogether, I'm going to turn these off
from everywhere, right? But I don't want to do that. I want to keep the dimensions
visible on these views, but not on this view. An interesting trick would
be to activate this View. Go to Display. And here I'll
just pick off annotations. If I click on this. Now it's not showing annotations
inside of the few. Go out. And now I'm done. I have this nice clean corticoid
view that doesn't have any technical annotations while the other ones do
have them, right? So that's an interesting trick
that you can apply to hide a specific element from one of you and keep that element
visible and other views
55. Drafting 4 - Exporting Settings: Now haven't touched upon other Annotation elements,
such as Hatches. Let's say here we have the line types and Annotation
Dots and other elements. And that's because would not need to use them
here in this case. And also because
talking about these, all of these in-depth would
require much more time. This is just an introduction
about drafting in Rhino. And of course, if we're
interested to learn more about all of these elements,
everything about Drafting, then please check out the
course about Drafting, where we dive in more
in-depth about all of drafting techniques and
tips and tricks. In Rhino. What we can do,
what is possible, how to produce professional
technical drawings that include Hatches and customized line types and line weights and
all of that in there. Alright, now that
we have completed, let's say this part of
the intro to Drafting. We would like to just check
what are the export methods, print settings that we
can do in order now to export this layout
to PDF, for example. Here I'll just go to the print. And here I have the, What are the options
for printing, let's say PDF, the size. So since the layout was set
previously as letter size, now have the standards as
of course we can change it, but this will not match, of course, the size. So it should be matching the layout size, in
this case the letter. And if I just maximize this
a bit of the landscape, how many copies you want,
vector versus raster. Of course, if we choose vector, then it may in some times
take more time than raster, raster or just let's say Export free an image with pixels. But vector it will sport for you the vector,
lines and curves. We have the color. We have all of these different options as
well here of this game. Now, it's good to
keep it one-to-one. This is the scale of the page. If we wanted to see to
scale the page itself, then we can change this. But otherwise, we
can use this one. We have the margins
and position, Line Types, and width, etcetera. All of these other options, but mainly you'd be
concerned about setting up these initial settings
correctly and the other ones would
be kept as standard. Now you can see
that we don't see the lines here that
sub-divide the Views. And that's because
we did not add lines as border lines for these views and the views
itself, themselves. When we see them, we
can see their borders, but they are not printable. So let's actually add them
first and go back to this. So I'm going to click on Close. And here I will go to
the, let's go here. Detail views, Let's say
for the digital views. Okay? And then I'll just
add here line, one line there, and
one line there. And if I go again to the print, now we can see the lines. Alright? And now you can then print to PDF and you can
export this as a PDF. So that's how we can
print or export Layouts. Two PDFs
56. Grasshopper 1 - Comparing conventional modeling of a vase with Rhino: Welcome back to the course. In this part we're going
to talk about Grasshopper. What is Grasshopper and
what we can do with it. And this is just an
introduction about Grasshopper. We're going to go
deep into Grasshopper because this is going to take
long time, a lot of hours. If you're interested
to learn more about this plugin specifically, then I would highly
recommend that you check out other course that
I'm giving about parametric design
inside of Rhino. This is just introduction so that you may know
what is it about. Just now you are familiar
with Rhino and genital. You know that this plugin exists and it has
these powers inside. Alright, so what before just
touching on grasshopper, I would like first to
show you an example. I wanted geometry,
how it looks like, and how we can model it first and Rhino
before Grasshopper. And then how we, Grasshopper
can actually provide to us. As an addition to that, you can model it
in the same way, but then it is
going to provide us more flexibility in
terms of later Editing. Suppose design
editing and changing. Alright? So first,
this is geometry. Like maybe like a vase that has some fins right,
going around, right? So just like a geometrical
shape that is not orthogonal, it's not, I would
say, as a first. Seeing this geometry,
it doesn't look like, it's kind of like quote unquote, easy to model, right? It looks kinda like a
bit complex, right? I'm gonna show you that
it's not really complex, really simple to model, right? And this is, if you just
look at it closely, you can see that these Fins look like the repeating right? Rotational way. Okay? It looks like this is the same
Fin rotating round, right? And if we manage to model
just one of them, right? Just one thing, one
fin, not all of them. Then we are able to
rotate the fin around. What's copies and
then we're done, right? So do that first. Okay? So this, this, what you see here is instead
of the geometry layer, I'm going to make a new layer. And I'm going to
call it here curves. Alright? And as a more
close-up investigation, it looks like maybe
these are, let's say, rectangular shapes
that have these, let's say fill it edges. But now we can start with the rectangle with
Philip corners, right? And then you can
see how we can say maybe produce one
of these fence AB. I would just select all
of them except for one. Let's see this one. So I just select all of them. And then with control-click, I deselect, Shift-click,
I Add to Selection. So Control and
click it selected. And then I'm going to click
on this hide objects. Alright. So now this is
our single fin right here. If I go to top view, click on this one and
time enough to take two shaded viewport, right? So it looks like if the
bottom of it is there, double-click on this one. Click. And I will hear set of viewport
displays to shade it. Lets, you can see what's
going on, all of them. Now, we don't need to be
super precise about this. This is just, let's say like a quick way where we can let say try to mimic or try to
remodel this shape. Not the precision
here is not the goal. The goal is to show how
we can first model it in a certain way quickly
and then how we can apply this same
and Grasshopper, I'm going to now
make a rectangle but then with round corners. So if I just like disable
the snap app now. And here you can see that
I can see the width of it. So let's say matching this one. But then in top view, let's say it looks
like various Fine. Alright, and then I'm gonna
do something like that. So this is now Fine. I'm going to also maybe lock this layer so that I
don't touch it to, I touch it, it doesn't
actually touch it, right? This is the first step. The second step is I want
to draw a curve right through which are
along which I'm going to loft this rectangle, right, to make this fin, right? So maybe let's go to the, let's say the right view. Right? So going to click
on this one time and then Try to snap to one
of the edges of the rectangle and
then I will disable it out what the wheel. Let's try to trace this. Also not representing
here is not actually of prime importance. With importance is to try to have a shoe that
is close to this one. Click and that's it. So
now we have this curve. Then if I go to the front view, now I can move the points
like that so that I can by the curvature and
the other direction. Maybe you will
actually change all of the Viewports to ghosted. So that was I can see what's
going around or what's going behind geometries like that. Moving the points. Actually, since this
is starting there, It's better to maybe
put them on this side, right? But the other side. Click again, select and see what's, what do we have
here as a result. So try to refine points so that we have a nice curvature going from the bottom
to the top there. Alright, so this curve is
now non-orthogonal, right? It's not flat on
any of the Planes, right? And that's fine. That's the design.
I'm going to hide for a second this layer and just
say just refund slipped, remove some points
just to make it more curvy and less. Let's say. It's just move this
back again with the ideas that I don't want
to totally stick to it. What also wanted to make it as clearly as
possible, right? Looks like now it's not bad. And it's touching. Then we'll offer that's fine. Then now I will make
a new layer called the curves called loft, right? Or actually not loved. Maybe we can use the sweep, not the loft, right
in this case. Sweep, right? And then we can now sweep because you are having
real and a profile, right? So let's now select the rail, which is this real. And then select sweep shapes. Click space, enter.
Look what we get. Alright, so now we have this. Let's say, let's keep these
settings as they are now. Okay? And now it looks like
this is open, it's fine. We can close later on.
It's not a problem. But for now we have
this shape, right? If Y, if I turn on this layer, so it's close to it. Also is kind of like
rotating in this direction. We can let your
own, let's say add more profile and
then rotate them. That's not a problem.
But the idea here is that I want to now try to, if I unlock this one
and then I click on the right-click to
show objects like that. And now what you can do
is click on the surface, not the image because these are Meshes on this
one, this surface. I can go to the top view. Here. I will make a
numerical rotation. This one. And I
will type rotate. Copy. Yes, center of rotation, I will hear type
zero comma zero, comma zero to specify
this point of rotation. Since I know here that this geometry is centered
to the origin, enter. And now here I'll click on
angle or first rotation. Now if I do this as a
rotation like that, is going to only
make one rotation. Second. Specify these
like every single step, which is not actually precise
or will give me an error. So it's possible, it's
possible method to do it, but maybe a better one would
be Array them radially. So let's check this out. I'm going to undo the rotation I'm going to select
this one again. I will type array. I will say polar, center of polar array, zero comma zero, comma zero, Enter number of
items in this case, let's say 1-234-567-8910, 1112, 1314, 1516, 1718, 1920
201-23-4204 items. Fight I have 24 and angle to fill or first
reference point. Let's see this one. So this will give me all of
them in-between. I don't want this, I want
the other way round. So I'll click again. Center of polar array, zero comma zero,
comma zero, Enter, click number of items to a four. Clique like that. And now I have this
board polar array that is a previous tail
but not yet applied. To save, press Enter
to accept full angle. This is the angle
that is filling etc. to infer items.
That's fine. Okay. Alright, so now we made this. And again, I showed that you can either make
it with the rotation than every single step
we have to specify the rotation angle or than
with the array. The array. The interesting thing about
it is that it keeps the, keeps the, the
angles in between. Correct and precisely. Now, it looks like because
these were already in history, but even if the rotation,
or let's say here, the array layer on it kept
them in the sweep players. So I'm going to
select all of them. 24 top, I will deselect. Actually, I'm going to
deselect this one of them, want to move these ones. So change object
layer to the array. Then I will just copy the
first one as well here. And then I will turn
this off, right? So this is more or less
looks like close to what we had as they geometry layer.
Geometry looks like this. Now of course I
know that here like this is getting thinner, right? So the looks like you
to the Fins as well. Or not only doing this rotation, but also the sizes are changing. So from the bottom they have the different width or length or depth, whatever
you want to call it. To the end, they have different
dimension there, right? We're going to do this, right? We can do it in
Rhino, it's fine. But just as idea of the concept that I want to just apply something that
is similar to this one, not exactly the same. Then now showing you what
we can do with this one. Now, the idea comes in here
as important question. What if the design changes? So for example, what if now we want to apply this
change like we want to have the fence to have this difference in the
width of the rectangles. Maybe you want to have a
different number of the array, like not 24, but maybe 20 or ten wherever the
design is about, right? Or wherever the height
changes and wherever maybe. What if, let's say
the curviness here, this curve that indicates this one of the
fence is changing, maybe it's going in a
different direction, right? What all of these happen? Should we always then go
back to the original step of first drawing this
and then applying the curve and then
sweeping and the rain. This now may sound kind of like time-consuming
task, right? Repetitive task. Especially that all of these look that they are repeating. It looks like every time I
want to apply any change, we need to spend a
lot of number one, we need to spend a lot of time applying the change
in order to see it, then it's going to only
be about one change. So once you, anytime its
thing, a lot of time, very time-consuming and it's not really efficient and
just repeating, right? So once you face this
situation that you are feeling that you are
doing the task repetitively, then Grasshopper might
be a good option, actually a great option
for you to try out. Alright, so here comes the
role of Grasshopper in Rhino. Just pushes your Rhino
skills to a whole new level, to a whole new parametric level, where you don't need to
be an expert programmer, even not programmer at all. It's about visual
programming where we can now use some components together to indicate or to input some changes and
jumped to Christians. I'm gonna show you
here what I mean. So I'm going out to lunch. Grasshopper
57. Grasshopper 2 - Using Grasshopper to parametrically model the vase: Once I open it, I
have this window with some previously open files. I have already a file
that has been pre-made. I'm going to slide
drag and drop it here. Also intro Grasshopper
standing above it. And then here in this file, we have these components. Now, this is just
to let you know, this is the unit two parts of the course about
parametric design in Rhino that I'm giving
that are welcome to join. So it's kind of like going pass many previous beginner steps first to explain about the
components and what they are. What do they mean, right? So I did here, just like jumping
straight to say, okay, you can use a circle and points, divide Curve, areas, lines. But all of these are
more or less Beginner, middle beginner level, right? But now, if you don't have
any idea about Grasshopper, then you will see this
to be like two to Advanced and really complex, but it's actually
not really the case. By the way, Grasshopper, as it just a quick info, quick introduction about it. It looks similar to
Rhino like it has like these tabs which are
similar to the Rhino taps, right to standard C
Planes said view. Here we have these ones.
Here, we have perimeters. If I just do this, and you can see that this is
now a second window, right? So I clicked on the Grasshopper. I have a new window
right inside of Rhino. Okay? And here F prime meters, mass sets, vector Curve, Surface mesh to this reminds us of the
Curve Tools tab right? Surface Tools, surface, right? Mesh. Mesh tools, right,
Intersect, right? So these like we belong to grasshopper transform
and this up to the Display tab inside
of Grasshopper. These are the native
Grasshopper tabs. All of the other tabs, puffer, fish, weaver, bird, all of these ones
that I have here, our plugins, additions or add
on plugins to Grasshopper. So Grasshopper itself
is a plug-in to Rhino right here that you can launch it
from inside of Rhino. And Grasshopper itself
has also plugins that are made specifically to it that you can also install two runs
them from within Grasshopper, not from within Rhino. These are now advanced
level and at time step, when I go back to
the parameters. So you can start with these
ones and play with these. I'm not going to now explain specifically about these because this will take some time. I'm going to now just explain to the concept how we were able to build this Geometry
inside of Grasshopper. What is the simple, easy to understand,
easy to grasp idea how we started this, right? I'm going to expand with
really simple words, these steps, and
show you that it's super easy to do in Grasshopper. Okay, then it's the
great thing about it. Is it super easy to change, super easy to edit, and to just have numerous
design proposals and articulations and versions of your original design without the need to spend a
lot of time doing the, doing it manually as we
have done it in Rhino. If this was a one-step
Rhino is great. But if you are applying
so many changes, then Grasshopper is
the way to go here. So I'm going to know what we can do, like
different things. I can now click on this
window and then budget to the side and not do
this one to this side. I have now split my screen
into two spaces, right? The Rhino viewport and
Grasshopper space. Alright. If I zoom in more now I can see
what these components, these components are
different components. This is called circle, this cartoon called
Unit Z, etcetera. I'm going to just
adjust this a bit. My work area here. I'm going to turn this
off for a second. Now. We only see now this
empty viewport. Now, Grasshopper, when you are working
inside of Grasshopper, are working in a certain virtual
quote-unquote Environment. At the end you can bring
your geometries to Rhino. Okay, you can migrate
them to Rhino. But the whole process is
done first instead of grasshoppers field and
grasshoppers realm, right? And the end then you
can bring with me. So not every single
step that we do here. It's actually sort of Rhino, but you can still
see the preview of it instead of the
Rhino viewports. Okay? Alright, so the idea
is very simple, plain Clear, it's super
easy to understand. It's based on one circle that is made inside of Grasshopper,
not instead of Rhino. Of course, there
are also methods of referencing geometries
from Rhino to Grasshopper. This is then explain more in detail instead of
the other course. But for this sake
enough word for this intro to Grasshopper
going to show you here this method where we
can design a whole geometry. We can make a whole project
instead of Grasshopper without needing to design or
to draw anything manually. Okay, So the base step
is a circle. That's it. That's the, that's the core in a of the vase
that we have seen. This one record
in a of this one. The base DNA is a circle. And based on this circle, then we apply some changes
to reach that shape. So we have a circle, has a certain radius,
let's say four. Okay. And by the way, the
units instead of crossover or based on
the units of Rhino. So four means 4 mm. There are no here like
another Units setting. We don't have, let's see here. Millimeters and centimeters and inches and feet won't have this, will only have units that are unitless and these are
based on the Rhino unit. Alright? Okay.
Circle. And the idea here is that I'm dividing, divide curve, this
circle into points, and I'm specifying
that the count for the division is gonna be 24. So from this circle, I have now these points that are the divisions
of the circle 24 times. I'm using an area component in order to extract
the centroid, center point of the circle. Then, based on what
we are just did here, I'm making a line, or actually lines between the centroid dissenter
and every single point, the output of these points that are the results of the division of
the circle, right? So again, we had circle, we divided it into points. We also extracted in the same time in
parallel on this side. Center point of the circle. Then this line component
is building lines between the central point or the centroid and
these points like that. Actually, just for
the sake of clarity, I'm going to turn off the grid. So I'm going to
right-click on the units, units Settings just to get
into the Options quickly Grid. And then I'm going
to turn this off and this will only see
what's going on here. By the way, this small grid represents the base
plane of this circle. Whenever we have like
jump to that has a plane, then Grasshopper shows
us the plane or we can also change this by going
to preview Plane size. Let's say this to two,
just to make it small, maybe one to make
it even smaller. Okay. Again, circle points
based on 24 count. We have the center point. You made lines between the central point
and these points. Then we did something old. We used something called
amplitude in order now to move these points along these
lines, along these vectors. So if I click on this
one now, I moved them. I moved these points along these lines based
on a certain amplitude, which represents a
certain, let's say, distance from these points in this direction using the
direction of the lines. Lines by the way,
in Grasshopper also can be used as
directions as vectors. Of course, I know that
vectors and all of this, these words are new to you, are not really in Rhino used
and this is normal, right? And Rhino we don't use vectors. But in restaurant
Per now we have vectors which
represent directions. After having moved the points. Now I'm making now new lines between these points
at are the divisions, the resultants of the
division of the circle. And we moved points. Okay, Now I click on this, I can see now these lines. If I deselect the
click on this one. Now I can see these ones. Okay, of course here
I have like this to show me whatever is
only being selected This is, let's say one
of the view settings inside of Grasshopper. Okay. Alright, so I can see now
these lines and that's it. This is the first step. Let's say one of
these steps of making the phase and then other
receptors are also the same. So the others that for example, the second step would be I
have another circle component, but then it has a
different radius and I move it up, right? So this is the first circle. This is the second circle, has a bigger radius, but
this has been moved up. I don't will not now
look at previous one. This is moved passively moved up with a unit Z direction and the vertical direction by
a certain distance, right? And then again, it has
been, now, this one, for example, has been
rotated on its own center. We don't see the
difference beacon because the circle stays the
same, the same location. So it's not related in a
different based on a different, let's say rotation center but the same center
of the circle. Alright? Then the case. So we rotated it and
then we also got the point of it
also divide by 24, the same number, 24 also being, let's say, as an input
to this divide curve. And then also we made Lines, and then we moved these points based on these lines
as a vector outside, outside, right, in
this direction. But then with this
different average, now with this different
number, right? And also then we made
Lines again in-between. Alright, if I know, deselect these, these, these, this one, this one. Now I have, now these new lines, these lines, these lines, these lines also Apply the
same thing as well here, again, move that up, and then we've got
these lines, right. You can see now these
lines are smaller, right? This reminds you of
something, right? That we have seen that
these have a different, smaller width or depth
of the rectangles. That's why, because
these are like this. I'm going to now
show you what, what, how we reach that result. So we have these ones,
these ones also, we got these ones at the
bottom like these were, let's say move down. And then we did hear
something called merge, where we merge all
of these together. And then we apply
a loft like this. And then now you can
see that are surfaces, alright, still not solids. Not the actual thick
fins of the phase. And you can see that now these have the
certain, you know, these thicknesses or
let's say their depth changes because of we said that let's say
he removed the lines. We move the points to,
to build the lines. But then let's see here 1.3. So this, Let's say this is 0.3, but the previous ones where with 3.34 and then these ones
were left to right. So that's why we got
now this result. Alright, of course here I'm in the other course that we need to apply this called grafting. This is something that is slightly advanced in Grasshopper about data management and data structures where we need to apply something
called grafting. If we don't do that, then we got this result
instead of this result. Alright, but you won't need
to worry about this for now. My main goal here for you
is to make you understand, to show you the possibilities
of Grasshopper. We didn't the loft, alright. Here this is called
the panel where with which we can
read the outputs, the data, the information
that is being given to us from the components. Alright? And then here
we have this chimp Solid just let's say also
we can see we can Trim. So Grasshopper Israel
like includes most, if not all of the components are all of that CD
commands of Rhino, but instead of
grasshopper, but now in form of components. So we added this
Trim Solid to trim. This with this
solid right there, zero reminds us of all. So let's say these
Boolean, boolean union, BooleanDifference Boolean intersection as
well as the Trim, but this one also it Trim, trimming Split as well. Alright. This is
called Trim Solid. Alright, then after that, so once we have
trimmed this with this solid to get this
result instead of this, alright, so there's
no short to slightly. Then we did some the
gold Mesh be rep, right? You don't need also there
were about these names. Mesh be wrapped means that we're transforming a
B wrap and to mesh. In Grasshopper, we don't
have Polysurfaces. What you have B wraps. Alright, so also the name
changes slightly here And then we applied, we use weaver birds, Mesh thicken, weaver bird as a plugin to Grasshopper, right? Where applied this one to give
a thickness to these fins. And then we applied certain
refinements subdivision. And this is the last subdivision
to get it like that. Since here we can see like the Mesh wires are like
totally dense here. We can go to Display
and then you can see preview Mesh edges. I will take this off. You can see now we
can see it without the image edges or
the Mesh wires. Right? Now after,
after reaching this, then what I did is that
I made a new layer, like I made the jump layer
actually previously. Should do it again here from the view layer, let's say 01. And I will right-click and
say bake. Click on bake. This is how we export geometries from
Grasshopper to Rhino. Click. So now we
have this structure. This is exactly the same as the geometry layer,
exactly the same. Okay? This how we can bring geometry is from
here to there, right? Wherever our ideas or whenever
I already gives are done. Three, we're going to
become familiar with here. This is the main, this
is the main process. These are the main steps. Alright? Now, I'm going to delete this layer
right on a dish, because already you have it in the side of the
geometry layer. Just as an example of digits to show you how
I brought it to Rhino. Now, you may think
or you may ask, Okay, But wait a minute now, how can we change it? How can we now apply the change
in the end, the Editing? Well, super simple,
super easy, super fast. I'm going to click on this loft. Actually I'm going to
change the view to this, brings us to preview off. So this view, if
I turned it off, it will only show me what components have the
preview on inside of them. So also in Grasshopper, there
are different visual or visibility options that
you can also manipulate. This is on, if I right-click on this and I say preview
off, it will not show me. If I click on this and I
selected, I can see it. If I deselect it,
I cannot see it, but I have to have
now this preview on this one selected
is in green, are not selected this and read. Alright, so that is
that I want to show you here because I want to
change some inputs, some numbers without
needing to select, still, always having
this to be selected. That's why you use this different visibility
option, okay? Now you say, Okay, I want this to be, let's say polar, right? Maybe certain I got
I had a meeting with my client or with the
consultants or let's say myself, I just wanted to just test
how this would look like if, let's say this is taller, right? Super easy. Remember that this, these are based on
the circle, right? That has been moved up, right? Right. So now we
can change this. Look at this in a
matter of seconds, literally 2 s. We just think the whole design
based on this input. I can now make it shorter. The problem. Maybe you think, okay, maybe I want these to be not
that thing. That's too much. Maybe I wanted to make
them thicker, right? These ones, not a problem. I can go back to these, remember these ones that
were responsible of moving these points away from these points to make
these lines right? That is the vector. Now, I change this to make
it thicker. Boom. It's just applying
the whole change to all of them in a
matter of few seconds. Now, imagine doing
this manually in Rhino is going to take
us ages to do that. But now here, with
this number is larger. I can quickly make a lot of design iterations
in a split second, Design Iterations
without needing to worry about rebuilding this manually. The main idea in
Grasshopper is that we are building a certain
story if you want. Remember this history, recorded history previously
that when we did like a loft and when we changed the base curves and then
they loft changes up, it just follows
that change, right? Then if we let say,
change it too much, or if we move one of the curves, then it's going to say, hey, like this, history has
been broken, right? Grasshopper is based on that, is exactly based
on this concept. But now, if you whole history of the design is saved inside of these components and these lines are kind
of like memory Lines, remembering, Okay, the
movement was of the circle and the rotation of
the circle, right? And the area was Extracting the centroid of the
rotated moved circle. So all of these are connected. And whenever you apply
any change along the way in the beginning of
the center or in the end? Anywhere it's gonna, it's gonna change can
affect your design. Okay, that's the amazing
thing about Grasshopper. Okay? Let's say, I want, let say to know like the middle, That's I want to make
them thinner, right? Remember this? So I can now make this, you can change this. Let's say this is their right. So this is the beginning.
I can make them thinner. So you can see the
flexibility in applying changes.
In Grasshopper. Even here. The bottom
months, right? Look how beautiful this is and how fast this is to change. So what, what, what looked like? It was super complex. It was intimidating. It looks not easy to model. Now, you can see that
it's just simply based on a simple circle that has been
just used few times here. The same circle component
with different radii. And then it was moved,
it was related. We divided into Points. We use these points
to make lines. We move these lines, right? We just change all of these
steps wherever we want. Even it's okay,
wait, wait a minute. What if I want to change
the number, right? Remember that we said
this is based on 24. Let's make it 20. No problem. Let's go there. I'm going to double-click on this
and we'll type 20. Enter or click on this. Now we have 20 fins. Can click on this,
slider, can change it. I can have even more. Maybe 40. I don't know. Just depends on your design. Look at this. I mean,
it's super-fast. So all of these polar
array and stuff. Now you can forget about
this because now we have this divide curve and this is actually not
like this effect. If we look at it here, the Rhino command for it will
be the polar array, right? But here just the white
curve is division of the curve and are saying we want more points to be divided. And then just, just applying it quickly as simply as that. Even the, let's say the shape, let's say these circles, I want to make them
less is polar. This is nine. Look at this. I can change the whole shape of the geometry based on this. Or I can say, Look, I want the change to be smoother, Okay? No problem. I did. Making
this as real numbers. Now with decimals shall make this to the
maximum of say, 15. That you can also, let's
say change the range of this number slider
with decimals as well. So there are lots
of possibilities is Grasshopper that you can do. Now because of, let's
say more numbers like more fins that was taking
slightly more time in conflict, slowing down a bit. But you can see if I have, let's say, let's say 15 ones. And if I change now the
radius of this one. So Changing on, based on that, I changed the radius
of the last one. You can second now open it up if I wanted to work in close it. So it's really up to your creativity about
your imagination, which really gives you like this extra step
that you can reach. Design height. Even it can make playing
with this, you can let say, see some design
options are traditions that you may or may not even, let's say imagined of all, let's say thought of, right, by just playing with these ones. Alright, so this
is a quick intro. What Grasshopper
there it is so much more about this amazing plugin. We're going to talk
about vectors, curves, surfaces, and even some plugin
instead of the course, not only like whatever
Grasshopper provides natively about some paneling
tool components, lunchbox, which also would say give us
a flexible Surface division, components and
other components as well as the recording
structures, etcetera. Puffer fish as well. So there's lot
about Grasshopper. And it has the course itself. About Grasshopper is around
16 h. It's a big course that covers everything from total beginner level
to advanced level. I highly recommend, advise you to join it
if you're interested in just like the boosting your design skills to
a whole new level. I think now we reach
the end of the course. I hope that was helpful to you that you had a good
learning experience. And I wish you all the best
with your learning and career