Roof Truss System using Grasshopper in Rhino for Parametric Architecture & Design | DCO Graphicstudio | Skillshare

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Roof Truss System using Grasshopper in Rhino for Parametric Architecture & Design

teacher avatar DCO Graphicstudio

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      INTRO

      0:55

    • 2.

      BASE FORM

      8:08

    • 3.

      LOFT FORM

      5:36

    • 4.

      OFFSET FORM

      4:10

    • 5.

      CONTOUR

      5:29

    • 6.

      TRUSS DETAILS

      10:54

    • 7.

      TRUSS SUBDIVISIONS

      12:39

    • 8.

      CONCLUSION

      6:12

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About This Class

In this Course you will learn how to create a Roof Truss System using Grasshopper for Rhino.  You can add shelves, and dowel settings to change the design.

I walk you through the initial steps and mindset to get into when working with this program.  Once you visualize how you can model using this method, you will unlock a new world of modeling.

Grasshopper is a bit intimidating at first, but with some experience it can become one of the most useful tools. These tutorials are great for students who are trying to expand their design arsenal. They will allow you to create some complex and impressive designs in a quick amount of time. The steps in this tutorial are useful for many other applications. So make sure to follow me for future lessons, and let me know if you have any questions. By the end of this course, you will have a better understanding of how Parametric Design works and how you can apply it to your specific use case.

At the end of the course, you will have the ability to download the script I created for the course, so you can add to your library.

Perfect for:

Architecture Students, Design Students or anyone interested in advanced 3D modeling

Meet Your Teacher

 

Check out my website for more Parametric Courses and Scripts

copetedavid.com

Here you will learn about Architecture and Parametric design along with other 3D modeling tools   

 

See full profile

Level: Intermediate

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Transcripts

1. INTRO: Hi and welcome to DCO. My name is David confetti. These videos I'll be sharing with you how to use Grasshopper. Right now. In this video, we'll be showing you how to create this roof truss system. I'll be going over how to create the base form, then subdivided and create the details that you see here. So I'll be going over all of those steps. I'll be sharing how the program works by walking through all of the steps in detail. This way you can understand how it all functions. The program is a little bit intimidating at first if you've never used it. But once you get used to it, you'll see how important it is to understand it and how you can use it to your advantage. I'll also be sharing the script so you have it by your side as we move through the exercise. This way you can always reference back to what I'm doing. Hopefully you're excited about getting started with Grasshopper. And let's jump right in. 2. BASE FORM: To start, we'll go here instead of right now. Let's go ahead and check the units. So type in units. I'll have it in feet. Then I'll hit okay. Here in grasshopper, I'll go to File New Document and I'll open a brand new document file instead of grasshopper. What I'll be doing today is creating a parametric point. And to do that, we'll bring in a component called Construct point. And to do that, all you do is double-click in the Canvas and type in the command. And you should see it pop up. If you don't see the icons and the way I see them, go to display and have all of these on, that way, you see the icon and the input names. Now that we have the point here, we'll go ahead and plug-in a bringing a point component. That way if I want to bring in a different points or move it inside of rhino, we can go ahead and set up point and move it that way. But for now, we'll be using a parametric point that we constructed using this. Next we're going to move to this point. Along this way. Won't be moving in the y-direction. And the way that a guide myself is by going, looking here in the widget here. We have the x, y, and z, and we'll be moving it into y. So I'll take this point, go to Move Component. I'll plug in this point into the geometry that I want to move. The motion. Well, we know we want to go in the y direction. So double-click here and go to unit y. I'll plug in the unit vector y into the motion. The factor, I'll say let's say 12. This will become the slider that moves, want the point over. Now what I want to do is create another point that is twice as far as this one. So if this one I moved in the y direction, 25, I would want this point to move again. But move 25 times two. So there's two ways that we could do this. We can take, let me show you. There's two ways we can go to a move component. We can plug in our geometry into the MOOC component again, and plug-in the unit vector into the motion. This way we create two points, one in the center and one at the end. The other way to do that is to plug in the original point into the geometry and multiply the output vector by two. Ok, OK here, double-click and go to star or multiplication by two. This gives you a component that has an empty a input, B input of two. So it'll multiply whatever you plug in. If we plug in this into the a, b, it's going to multiply it by two. And this will give us another point. Both of these achieve the same thing. The reason why I want separate points is because I will actually take this center point. I'm going to move this up to create an arc as our base geometry for the center one. Let's go ahead and do that. I'll actually just leave it using this one. Both of them work the same way. But it doesn't really matter in this sense at the moment. So next thing we're going to do is take this point and let's move it up. When we move this up, we're going to look here and we're going to move it in the z up. We'll bring in another MOOC component. We'll plug in the center point into the geometry. The motion. I'll double-click here. I know I want to move it up in the z vector. But for the factor, I need to plug in a number. So double-click here and to bring in a custom slider, I can go from one or from 0 and do less than 25. This gives you a component from 0 to 25, starting with the slider at 0. Let's plug this one in here. Let's take this one and let's disable the preview. So we're not seeing both of these at the same time. I'll take this one. Right-click disabled preview, or you can middle-class and disabled disable preview on this one. So big that for by accident. Now a second, we can move this point up. It will stay center. Relative to both of those points. We have the ability to move this arc up and down. Let's go ahead and relabel some of these sliders. I'll take this one, I'll right-click, call this size. For this one, I'll call this arc. The change in the name. Select it, right-click. And you can change the name right away. But there is something that I want to show you before we move forward in that is that if we have this point here, this number is actually half of that entire distance. To make sure that we're actually doing the overall distance, we have to take that number 44. And let's go ahead and divide it by two. Because technically this distance is half up the entire thing. So let's plug in 44 divided by two. Then we'll plug that into factor here. As you can see now this y size is actually the overall size. With these three points, we can create that arc. So let's double-click here and go to an arc component. This component, it'll be actually it's not this one. Let's double-click here and go to art. It'll be arc three points. Since we already have this initial start point, we have the middle point and the endpoint. We can plug in the first into a, the second one, which is the one that we moved up into B. And this last one, geometry into C. Let's go ahead and move these around and see what kind of variety we have here. This is going to be the center arc that will give us that kind of change in elevation for the, for the truss system. 3. LOFT FORM: For this next part, we basically have most of the work done. And that is to take these points and to move them to the right here and to the left. But just create a straight line. We'll take this point, will also take this endpoint. Let's also move that in the x-direction. Quick here and go to move. I'll go to this point or start point. Then this one, I'll plug it in, holding down shift into the geometry. In this you can see they go up and that's because the Move Component automatically moves everything up by ten in the motion here. And so we don't want that. We actually want to move it in the x-direction. The little widget here in right now, so let's double-click here and go to unit x. Let's go ahead and plug the unit back to the vector factor into the motion. Now let's give it a number. So let's pick this one. Let's copy it down here. So I like to slide it down here and hold Alt to make a quick copy. Or you can do control C, control V, or copy and paste. For this one, it's going to be the x size. So I'll change the name of this one. As you can see. Now we moved these two all the way to the end here. As you can see, it's only two points in there, both inside of this MOOC component. For this one, we'll bring in a polyline component and plug in the geometry into the vertices. Now that we have one side, all we need is to take this geometry, mirror it over this way. To do that, we'll go to our initial starting point. Actually to show you what we need to mirror something, Let's double-click here and go to a mirror component. All it means is a plane which is where it's going to mirror and then your geometry. So our geometry is going to be our polyline. And our plane will, it gets us our world YZ, which is what we need. But instead of just not having something plugged in, we should double-click here and bringing y, z plane. And I'd like to plug in the point, original point into the origin for the YZ plane. And let's go ahead and plug this into the plane here. That gives us basically a plane in which this will mirror over the world moves. That initial line is going to be this one. But as you can see, since we're also moving in two ways, the overall width or length of this is going to be 30 plus 30 equals 16. So we actually have to take this exercise once again, do forward slash two to divide by 230, divided by two, and plug that into the x. Now this is actually giving us 15 on each side, which is 30 overall. Now we can go ahead and take the points that's disabled the preview. So middle click Disable preview. I'll do the same thing with these other two points. Now let's plug those into a loft component. So I'll double-click here and go to loft. With this component. We're going to plug in all of our curves in order. But first, before we do that, let's take the curves and let's right-click and go to flatten that. So the information comes in and organized in just one list. So let's go ahead and plug in the first one. So the polyline, then the arc holding down shift to add an input. Now let's go ahead and plug in the last one. I'm holding down Shift. As you can see, we've created a kind of rounded off shape with the center arc. And we have the ability to change all of these with these sliders will increase the length here. Now that we have this, the next step is going to be to give this some thickness. That way we can develop it into the trust system. 4. OFFSET FORM: Next, let's go ahead and take this and move it up. So let's double-click here and go to a mood component. Will be moving this slotted surface. Will plug that lofted surface into the geometry for the motion. Let's move that up. So I'll double-click here and go to Units Z. Let's go ahead and plug the units z into motion and bring in a slider. For this one, I'll do a slider of is 0, then less than 1.50. That way we can have a movement up and down with two decimal points over. And we can always change the max, let's say to five, and just have the ability to change the thickness of that trust system this way. Let's change the name here to surface offset. Let me share to decrease some of the sizes here a little bit. So we don't have such a large structure. We can always come back and change the size of this. Let's take our original surface, lofted surface right-click to save all preview. Now let's take this and create are the thickness for this. What I'll do is I'll take this geometry and go to project. Our project to which plane? Well, we'll do the same thing that we did to this one. So instead of for y-z plane, we'll do an X, Y plane located exactly at the origin point. As you can see, everything stems from this point, which we can always change for changing the location. Now let's do this plane is where it's going to be projected onto this surface, into the plane here. I'll take a loft component. Let's plug in our top surface and holding down Shift. I'll plug in the bottom surface. Make sure I flatten it. Now I have some thickness to it. But as you can see, these three are in complete separate components, which means that they're not as solid yet. That's what we'll do now is we'll go to Europe. Join will join the top. Holding down shift will add the bottom and the center portion. And if you right-click and go to flatten, it should put it all into one, into check, we can go hover over the blue wrap output. And as you can see, it says close to Europe for the output, which means that we have like a watertight solid. I'll take these and disabled preview. I'll take most of this stuff back here. It can basically hide it so you can select it in the middle click and disabled preview it. Now the next portion is going to be to create the actual subdivisions using contour. 5. CONTOUR: For this next portion will bring in the component called contour. So when you type in contour, you're going to have a few different ones here. The one you want is create a set of beret or mesh contours. It will bring this one in. We have a few different inputs, shape, point, direction, and distance. We're actually going to use all of them. Shape is going to be what we're going to contour. So as long as we plug in the burette into the shape, notice that nothing happens and that's because we don't have a distance. So let's go ahead and plug in a distance. We'll say three. I'll plug that into the distance here. As you can see, we already have something, but it's not the result that we want. This component automatically gives us two different components. One is the point of origin where the contours are going to be starting and the direction is in which direction. So as you can see, it already has a one in the z, which means that it's going to do it vertical. These two, we have to change. The first, the point, it's actually going to be located exactly in the center here. To do that, we'll bring in an area component. So double-click, go to area. This gives you a centroid, which is the mathematical center, center location of your object. As you can see, that puts it in the middle, which is the perfect location for starting our contours. I'll go to centroid, plug that into the point. And as you can see, it actually moved. So that is where it starts. And we can see that by the contour being aligned exactly where the point is here inside elevation. So let's go back to this one. And the last thing that we need to put is the direction it wants to go. So there's two different ways. One is if we double-click hearing go-to y, z plane. And this gives us a plane in which it aligns the direction of your contours. So it's plugging the centroid into the origin and plug in the plane into the direction. You can see. The contours are now aligned perpendicular or parallel to the YZ plane. We can at the same time double-click hearing go-to x z plane and also change the direction using the x z plane components. So these are interchangeable. It depends on which way you want to develop your, your trusses. Also, the distance, not how many times, how many copies you want is actually the distance in-between, In-between each one of these, we have a distance of three. If we increase it, it increases the spacing and it decreases the number of copies. The less, the smaller the number, the more copies of transness you'll have. As you can see, they start at the center point. If I were to unplug the point from the centroid, you'll see that it's still starts from the center, but from this point, and we can find different places to locate that. But it's best to place that exactly in the center of your object. Just in case if you move it over, It's not starting from one side. Now let's take our solid, which is our buret. Let's middle-class disabled preview. For these trusses. Let's take these contours and let's go to a component called boundary surfaces. Let's plug in our contours into the edges there. And as you can see, we have planes that are now located exactly at the location of those contours and where they intersect exactly on that. Let's take a look at our initial sliders here. I'm kind of increasing some of these, changing it around a little bit to see what if the components solo works. The next step is to take the stresses or the base surface of those trusses and sub-divide them. We can create that basically the webbing on the inside. And also at the end we can create that into wire-frame that can hold the top of some glass or some type of covering. So that's what we'll do next. 6. TRUSS DETAILS: The next part, let's take this view rep or solid. Let's disable the preview on that. Now with these contours, we can double-click here and go to boundary surfaces. This way we can create a plane in between all of those contours. But before this, let's take that surface right-click disabled preview. Let's take these curves and let's offset them to give it some thickness. Double-click here and go to offset curve. I'll take these contours, plug them into curve. For plane. I'll actually plug those contours into the plane also. As you can see, it's offsetting out. I want to offset in. So I'll double-click here and go to a, a negative component. I'll plug in the negative into the distance. I'll bring in a slider of 1.50. Let's decrease that a little bit. Now what I'd like to do is do a boundary surface. Delete this one that I had done before. Now let's do a boundary surface between those two, will take these contours into the edges and these offsets into this one. And I'll go here to flatten. This way. It actually creates that surface in between those two. You can see now that we have the surfaces, all we have to do is extrude them to give it that thickness. The thing is that when we extrude it, we would be extruding it either in the x or in the x-direction. But we're going to be doing it both to one side and the other. For me, there is a trick that I like to use that you can move this half a step this way and extrude it twice as much to give it a thickness. What we'll do is we'll bring in a mood component. We'll plug in the surfaces into the geometry, into the motion. I like to use an amplitude component. I'll plug in the surface into the vector. The vector into the motion. This way, it actually moves perpendicular to the surfaces. Now for Amplitude, I'll use a value, I'll say point. I'll say 0.5 for this one. We'll actually, since we moved in 25 here, we're actually extruding it out and buy one. For this, I'll bring in the extrude component. I'll plug in the surface, this geometry into the base. The direction. It's going to be perpendicular to this vector. But I'll say times two. And actually turn that into a negative. They'll do this vector times two, turned it into a negative. So if it was 0.5, now it's gonna be negative one. In this way we move it halfway and extrude it twice as much. So technically this 0.3, it's 0.3 from here to here. So overall it's 0.6. For this, we can do something similar to what we did before and we'll do divide by two and do 0.3 divided by two and use that as our amplitude thickness. Now let's take this middle click disabled preview. Let's disable the preview on most of this stuff. Let's take a look at what we have here. We have these contours created using this component. So I'll go here to three. We have the ability to take. Those contours and create some trusses by offsetting and giving that a thickness of a surface, then extruding it out. Now notice that this, for us, this insight curve, we can actually round off the edges by using a fill it. Let's do that. Let's double-click here. And let's go to a fillet. Let's plug in our offset curve into our curve input. For the radius, let's just do 0.1.2. So as you can see, it actually round soft the top part. But if I do a little bit less, it'll do both of those. As long as psi. Instead of using this curve input for our boundary surface, I'll use this curb. So I unplugged it and holding down control, as you can see, you get the minus sign. And I'll add this input holding down Shift. I can disable the preview. Now on this, this slider with 0.5 is a little bit too small. We can always change the range to, let's say, three, the three decimal points. And we can have a little bit more of a subtle rounding off of this interior trusses. Let's go ahead and also actually increase the distance in-between. So I'll just say about six feet in-between. Let's bring back our original V rep to see how it looks like compared to that. Now let's actually disable the preview on this new app. And let's bring back the sloped back here, which is actually the one that we moved up. And let's take this and just give it some thickness so we know what it's actually like, what the trusses are actually holding down. So this will be the plane that will become your roof. There's different materials we could use, but for this one we're just going to sub-divide it and keep it as glass. I'll take this I'll go to Extrude component. It'll take this surface, plug it into the base, and for the direction, I'll plug in a z unit Z and we'll extrude this would just say 0. Now we can disable the preview on this. Let's change the name to roof thickness. This is going to be distance between this is going to be on-center. This is going to be trust offset. And you can also select it and do Control G to group it. Then right-click on top of it. Go to color. You can change the color to whatever color. You can also choose color and make it your default. This way when you zoom out, you know what slider you would want to change. I'd like to do this to all of my sliders. And it's just a style thing. It's not something that's really required or that really matters for the design. Just go around, select it and Control G. This is going to be radius. Now let's move forward and let's create the subdivisions in here, the truss. That way we have the final trust result. This wouldn't really work functionally, structurally. That's because we don't have anything here that would distribute the load from up here. So this would just buckle in here. I'll show you how to do that on the next step. 7. TRUSS SUBDIVISIONS: Now that we have our trusses, Let's go back here and let's disable the preview on the top portion. But let's actually bring back the preview on the top and the bottom projection. What I want to do now is take this and I want to sub-divide it to create the trusses on the inside. To do that, we'll actually bring back, we have these, let's bring back also our boundary surfaces. Let's bring another component called boundary surfaces into here. This plug those into the contour here. Now that we have this, let's actually take it back. Let's disable the preview on all of these except for these new boundary surfaces that we created from the contours. Let's disable the preview on the rest of the staff. To sub-divide the surfaces. Where I like to use is isotropic. Double-click here and go to isotropic. For this, we'll actually have two separate components that we'll use. Isotropic and divide domain squared. Would that we'll do is we'll allow us to take these and sub-divide them in the U and the V. As you'll see here, when we plug-in that surface both into the domain surface and we plugged this in like this. We have instances both vertical and horizontal, going 1234, so ten, vertical and horizontal. So u and the v at ten. And that's for both of these inputs in the divide domains squared for isotropic. So let's change that to, let's plug in ten for the EU. These control the horizontal. I'll make a quick copy down here. I'll change this to a one. What happens here is, as you can see, is that we have only these vertical subdivisions. What I would like to do is take the subdivisions and extract only the lines. But what happens with isotropy is that we actually have these as separate planes. So there would be too redundant minds here. To get rid of that. We have to join the buret. I'll do bureau up, join. Then the input. And I'll disable the preview on the buret or on the isotope. Now with the joint B rep, we can extract the vertical lines. To do that, let's go to the rough edges. What we're going to use this, we'll plug in all of those into the, into the viewer badges. And the only ones we're going to extract or at the interior lines. I'll double-click here and goto curve. Plug in the interior curves into this. Unless you can see only the verticals that are inside are the ones that we chose. And that's because with the closed the rep, the outside edges, you're naked edges which are in this portion of this component. And if you want these inside once you get the anterior. To explain this to you real quick is if we take this ISO trimmed surfaces and I'd go middle click and bake. I'll take all of these surfaces, move them over here. Here I'll go to shaded view. I see, you can see these are independent surfaces, therefore, having two lines on the same one. But as soon as psi join the buret. So I'll go here, middle click, and notice that there's only one line here in-between each one of these two, but you still have the separate panels with one crease in-between. That's what we extracted the interior curves. That's also the reason why we had to join the buret. So hopefully that makes sense. Let's move forward and intersect these vertical lines with this brush. Let's go here at the top. In Grasshopper, let's go to our tab that says intersect, physical. We'll go be rep and curve. Let's plug in the curb into the curve input. Let's go to, let's go back to our truss. The curve that we actually want is, it's actually this one. We want. This, this curve is what we want it to intersect with that bureau up. So we have this curve. Let's go to a new rep component, boundary surface component. Sorry about that. What we want is to plug in this one into, into this one. Let's disable the preview on these. Let's also disabled the preview on all of this. We want to intersect is this inside portion of the truss. Now whatever was intersected between this one and those lines, we can disable the preview. Notice that now you have the ability to change the number of subdivisions on the inside here. Vertical. It won't make much of a difference if I say two, because it actually won't divide it that way correctly. So I would just keep this one at one this one as our subdivisions. The other way to make sure that you don't change this and you want to maintain it at one. I'll delete that. Right-click on top of it. Set integer. It'll say here one, and then commit to changes. So it always keeps that as one. And we can say, call this number trust subdivisions, ungroup this one together. With that being said, let's take this inside portion, middle click, disabled preview. Let's disable the preview on. Everything else. Bring back our trusses, which would be over here. Here's the thing. There are two different ways in which we can create the verticals. But I think what would look cool is if we have the squared off in these inside one, it says pipes. Let's take these curves. Let's go ahead and bring in a pipe component. Plug-in those curves into the curve component. For the radius, we will actually do trust thickness divided by two, which would be the result of this one. Since it's the halfway, it'll always meet that. We can always have a separate one, but this keeps it nice and clean. And let's make sure to take our caps right-click and go to round. That way. We know that it intersects here when it comes up to the vertical points, we know that it intersects that inner part here. And then we have some have it all working out here. This one. Let's come back here and let's also bring back our last roof. The last thing is also to make sure that this sits flush with the top part, which would be this. We have to make sure that we take our final truss and we do a difference. Soap, double-click here, and go to solid difference, and plug in the trusses into Europe. A, forbear of B, plug-in, the top glass surface. That's so the topology, the topology of it all works together. So let's disable the preview on this. Disabled it, disabled premium. With this. And the pipes. I'll go to solid union. And I will join together. The trusses with the pipes, flatten the input. Now I can disable the preview on all of this. And as you can see, our trust system is complete and we still have all of these sliders that we can play around with. So let's go back here. Let's change. Let's go from the beginning. Let's move around some of these sliders here. 8. CONCLUSION: Let's go ahead and move the size of the y. And every time it creates an extra truss, it actually will take a little bit longer to process two. So that's another thing to keep in mind is to keep it a little bit simple towards the beginning. And then at the end you can always move the sliders around the height. We'll just go to 0. You can see it and let's see five here. Moves up in the middle. It's actually do a little bit more. Depending on how fast your computer is. This will work faster or slower, but it shouldn't get stuck. Let's go here. Surface offset that this is this portion here. Roof thickness. That's fine. Let's move forward and say distance in between. Let's actually, the bigger the number less subdivisions will have. So this will be easier this way. Let's increase our x size to 50. The offset. This is one of the things that will actually make it look really interesting is the offset amount on the inside of these trusses. And how much we round, our thickness is going to be this one. With this, let's go ahead and take this information and let's bake it. We can apply some materials and have a final result. Go here to a new layer. I'll go here, call this truss. I'll hit Tab and call this glass. I'll make trust my new current layer. I'll go to the trusses here, middle click, Bake. For the glass. I'll make that my current layer. And go to this component, middle click and bake. At this point, I would recommend to save both of your files, your grasshopper and your Rhino file. And then we can apply some quick materials to see what it would look like at the end as a final result. Alright, so I just saved the file. Now let's go here inside of grasshopper, go to our, to this icon. So I don't draw anything instead of rhino. And now let's go to our Rhino file and change our materials to look something more like a roof structure. So let's go here to our perspective. Rendered. Right-click on your viewport. Go to perspective. Now let's go to our layer. So our trust layer, I'll go to under material. Go to that little circle where you can apply a material. And we'll change this to metal here to steal the glass. I'll also click there. Go to the drop-down menu, use the little plus sign here and then go to import material from Library and use the glass. Then use light blue glass. So with this, we have the final result here. So there's different ways in which you could capture this. One is just by right-clicking on perspective. After you file. And this way, you can save in a specific location or you can go to File, then go to ray traced and do the same thing. But this way it'll actually ray trace it, which means it'll calculate the sunlight reflections, shadows and things. So it'll be way more accurate than not using that. So that's one way you can capture your work. If you have another render like VRA and stuff like that. That's how I actually like to render my work, is using V Ray, applying materials, but it's it's something similar to what we just did here. If you have any questions, make sure to let me know. I'll have the script at the beginning and endnotes for you to have side-by-side. I hope you enjoyed this content. I'll have more like this one in the future. So if you enjoy your stay tuned. For now, I'll just save this and I'll hope to see you next time.