Suspended Light System using Grasshopper in Rhino for Parametric Architecture & Design | DCO Graphicstudio | Skillshare

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Suspended Light 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

      1:56

    • 2.

      BASE SURFACE

      3:37

    • 3.

      RANDOM NUMBERS

      6:41

    • 4.

      PROJECT POINTS

      3:51

    • 5.

      FINALIZE AND BAKE

      5:35

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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 everyone and welcome to DCO. My name is David confetti and in this video I'll be sharing how to create this suspended late design that was created here inside a grasshopper. At the end I'll be showing how I turned it into something like this. If we go here to shaded mode and if we hide everything, go back to the design. Here, you can probably see that it's a straightforward design. I'll be actually doing all of the steps in detail. And we'll be going over out to take this design from a random generated surface. Then we can add and remove points. Then we created another random generated set of points that was then projected down. Then that was used to create the suspended light Design. I'll be gone. Like I said, I'll be going over all of the steps here. If you have any questions or anything, make sure to let me know. Thank you very much for being here. And let's go ahead and jump right in. I'll be sharing how the program more exciting, walking through all of the steps in detail. This way you can understand how it all functions. 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. Also be sharing the script so you have it by your side as we move through the exercise. This way you can always reference back to what I'm doing. So hopefully you're excited about getting started with Grasshopper. And let's jump right in. 2. BASE SURFACE: The first thing we're going to do for this exercise is notice that the units I'm using are going to be in feet. Then starting with a brand new project, we're going to bring in a plane surface. But honestly this could be anything. For the most part, I'll be using the plane and that will represent, let's say, a surface that you can bring in. So you're not limited to four, it being a rectangle, it could be any shape. But for now we'll be using a base rectangle for this. Let's go here to a plane. Surface. Here on the plane will go x, y plane. We can even move this up, this plane up. Let's tapers off the ground by ten feet. Say ten instructor points here. Having this be ten, unit of ten up. Now what we're gonna do is plug in a size for x and y. Go here to 15. There'll be 15. By 15. We can always change this round. I'm starting with it being a little bit smaller. But the cool thing about this is that we can always change the slider and increase the size. Next thing we'll do is we're going to take this and sub-divide it using points. Now there are different ways in which we can sub-divide this. The tool that come in mind would be surface frames or divide surface. This will give us a u and v point count, right on that surface. So now let's change the u and v count number of three and then less than 15. So we have a slider from three to 15. Now let's change this around a little bit. Now with these points, we're now going to move them down randomly. What this is going to do is then give us kinda like a topographical surface that would be kind of wavy randomly. And that would be the surface that will be projecting the other set of points onto. Great. So now that we have this, we're going to visualize that we have these points and we want to move them down randomly. So we need to bring in a move components. And the motion is going to be unit Z, and then negative for it to come down a specific amount. But now let's plug these points and we see that it moves it down by the same amount. Now, one of the things that we need to notice is that the points will probably be flattened because it's going to organize the information that way. But other than that, the thing that comes to mind is that we need to know exactly how many points we have so we can generate the exact number of points randomly. 3. RANDOM NUMBERS: What I do is I'll take list length, which will give me the exact number of points that we have here under the list length. I'll go to quotation marks. Now we can actually see how many we have. We have 64 points. The reason why that's critical is that's gonna be one of the inputs for our random number. But let's go ahead and bring, and move this over. And we're going to bring in a random. So this is going to generate a random number for the set of numbers. So this is how many total number or a value. So you want that would be 64. I can obviously skip this, but this is more for show you how many points we have. Then seed is going to be like a randomized option. Then range, we need to construct that. So I like to use a struct domain. This will give us a start and endpoints that we can plug into the range here. So we'll go start at 0, will go 0 less than 3.5000. And we'll copy that one twice. And use a. It doesn't matter which one we use, as long as one is different than the other, then we can actually see here that we have 64 values and their random between 0.12.45. The reason why we want that random number is because here we only have one value that we plugged in. And this is why it's static. Because if we gonna slider here, it's only one number, one value that it changes. Now we're going to in that random number, like to organize it a little bit here. Sometimes I get a little carried away. But let me plug in now the, into the motion which is z down. We're going to plug in the random values. Now this is why I said that the numbers need to be flattened. This because degenerate 64 numbers then here it's bringing them out in sets. But here if we go to flatten, it'll take care of that issue. Now let's disable the preview on. Actually, no, we can be right here. As you can see, we've kind of created some random points moving down and we can change the number of divisions that we have. For this, we can change the upper and lower number so we can lower this. We can also make it be the same. This takes care of creating those first random points. Now we're going to take those points and we're going to plug it into a component that will create a surface through these points. We're going to go here, double-click and bring in surface from points. Now there are other components that we could use for this. But I think this one actually gives us the best result. So we'll take these points and we'll plug them into the points. For the UK count. We actually have to go down here when we see the division. We're going to plug this end, but you're going to see that it's not going to work. Or actually it does work. But it gives us an issue. We have to do a plus one. I use a relay here, bringing a plus one and that fixes the issue. It's because the number you have to add one to the account to account for one of the sides. And that takes care of the issue with this surface. Now you see we have this undulated wavy thing that we can use as our base surface to project those random points onto. Technically there wouldn't be random points, so it would be the same as these. But with this, you can see, let's lower this. There'll be changing how many subdivisions we have here. Then we can also, under this one, we can change the direction if we don't like that. And then the seed is going to be more random points or more on random solutions that will go to five. And then plug something like that looks good. Now with this, we're going to use this as our base surface and so we can basically hide these points that we don't need. We also have this base plane. You can probably hide that also. Now we can move on to creating the random generated or not random generated points are going to be in the same grid points, but then they're gonna be rejected down to this kind of random generated surface. And the surface, What's cool is we can, we don't like that. We can always change it around and see if there's a better one, or just using the UMD account here. The output is also a match. No, it's an untrimmed surface. What we'll do is take this random, these points that are generated on that surface. And we're going to copy it. 4. PROJECT POINTS: Now we're going to copy these two sliders and plug them into here. An increase account will disable the preview on all the other ones. And let's increase the upper limit of our subdivisions. Now we can take these and project them down onto the surface. So we'll go to reject point, plugging in the points into the point input and go all the way over here and bringing that surface into the geometry. And by default it says 00 negative one, which means it's going to project it down. So it kinda takes care of it for us. And the idea now is that since we have those set of points that we projected down onto that surface, now we can create a line segment between those two. These down here would be 0, the end point, and then the start point. Going to be nice. Since they are set up as an grafted sets. It actually an x. Each point. From that one down to this one. I'll disable the preview on the points up here. As you can see now you've started to see the the shape of the original surface here. One of the cool things is we can always change this around to get a different solution and to keep it light with using. Since we have so many subdivisions and the more subdivisions we create, it's going to get super heavy. We want to take these points and we want to create a mesh. So we'll go here to primitive. We can go to Mesh sphere. But if you do have the polyhedron plug-in installed, you can use the ecosphere, which is the one that we'll be using. I'll plug in the points into the plane and the scale will decrease. Do something like 0.8 or less. And of course we can always take this and do a point attractor or something like that where we can change the size of all of the lights and stuff like that. But that's not the point of this. The point of this one was to show you how to create this really cool suspended light system with a base random surface. And then this generated grid that's projected down. So lastly, for to kinda end the tutorial, what I'll do is I'll show you how to create the top frame and how to connect it to the 0s. So you can have basically that suspended light system with some kind of structure to connect it to. What we'll do is go to the points that were generated up here, which would be these. Construct that grid. 5. FINALIZE AND BAKE: It will do is we take those points and bring in the Delaunay mesh, which I always have a hard time saying and I don't know if I'm saying correctly, but either way the points will come in grafted. That's when you see that dashed line. It will flatten the input. This way. It brings them all in one big list and then calculates the points in how close they are to each other and generates this. What we want now is go here to match edges. We can extract the wire frame using this triangulated look. Now if that's not the exact look that you're going for, there are other things that we can do to sub-divide it, but I actually think that that looks pretty cool. So what we'll do is we'll take this and we'll go to curb. We'll just bring that into one input. I mean, that's not really necessary. We can technically just plug all of that input. Sometimes it's leaner to do it this way. So I'll plug it all of these and then I'll flatten the input this way. Everything I'm saying at once, we have 2601. And so creating a pipe for so many curves would actually make it really laggy, would have noticed that makes it not. So laggy would be using multi pipe sub d. That actually helps a lot because it makes it all one. And it's really light where if we make any changes on the script and we'll see then update pretty quickly. It also looks really nice and connections. So let's go ahead and plug that into input. It's obviously way too big here. Let's go to tap round and let's decrease the size of this. Go here too. I do this every time and it's because he just kinda works for me, but I'll just show you. So I will go to create two numbers that are the same, so 1.5000 and make sure to have a lot of decimal points because sometimes I'll have to go to a low number. I create two of these. I multiply one to the other. The reason why is because there has to be a proportion between the two for it to work correctly. From my experience. And this is what I do. I plug this into the strep size. I plugged is into the node science and End Offset. You're gonna see that it kinda gets really crazy. So we'll have to decrease all of these, but we'll just have to decrease this one. You'll see that they'll start to work. This is why sometimes we have to go to a low maximum number, so we have more slider to work with that. That makes sense. And then we'll do the same thing here. I'll do the upper limit to two. Depending on whether you want the connection to be larger or not. That's where you do this larger one, this one, this is going to be connection. This is gonna be, some might say that is because you need to decrease this number mark here will decrease this one. Kind of creates a wireframe for that entire design. Until let's go ahead and bake it and take a look at what it looks like here. I'll go to a new layer, call this structure. Then I'll hit Tab. It creates a new layer and call this Light. I'll make my structure layer, my current layer. And then I'll middle click and then bake. I'll do the same thing with the light. I'll make that my current layer. Go to the Mesh. Elected middle click, Bake. Now I will disable the preview here on. Don't draw any previous geometry. Let's take a look at this.