The Complete Rhino 3D Guide To Modeling & Design For Beginners | Brandon A Gibbs | Skillshare

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The Complete Rhino 3D Guide To Modeling & Design For Beginners

teacher avatar Brandon A Gibbs, Architect & Innovator

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

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.

      Complete Rhino Guide Introduction

      1:24

    • 2.

      Concepts For Designing In Rhino

      12:33

    • 3.

      Surface Modeling For Beginners

      6:16

    • 4.

      The Rhino Interface

      1:34

    • 5.

      Basic Navigation

      1:42

    • 6.

      Chapter 2: Intro To Rhino Geometry

      0:08

    • 7.

      Lines, Curves and Gumball Editing

      2:50

    • 8.

      Curve Edit Tool

      3:06

    • 9.

      Curves Review

      0:17

    • 10.

      Surface Basics

      1:29

    • 11.

      Gumball Plane Control

      1:05

    • 12.

      Surface From Edge Curves

      0:49

    • 13.

      Rebuilding Surfaces

      0:32

    • 14.

      Extrudes and Sweeps

      2:01

    • 15.

      Gumball Surface Editing

      0:39

    • 16.

      Creating & Editing Solids

      6:19

    • 17.

      Slicing Solids

      0:26

    • 18.

      Extruding To A Face

      0:40

    • 19.

      Editing Surface Points

      0:32

    • 20.

      Creating Surface Holes

      2:45

    • 21.

      Intro To Meshes

      0:43

    • 22.

      Editing Meshes

      3:37

    • 23.

      Mesh Solids

      1:27

    • 24.

      Editing Mesh Solids

      1:06

    • 25.

      Offsetting A Mesh

      0:29

    • 26.

      Duplicate Hole Boundary

      0:18

    • 27.

      Mesh Edgeloops and Inset Functions

      2:03

    • 28.

      Mesh Creases

      0:57

    • 29.

      Basic SubD Planes

      1:20

    • 30.

      SubD Solids

      2:19

    • 31.

      Editing SubD Objects

      3:38

    • 32.

      Reflecting SubD Objects

      1:03

    • 33.

      SubD Edgeloops and Inset Functions

      2:35

    • 34.

      Stitching SubD Objects

      3:13

    • 35.

      Geometry Conclusion

      0:32

    • 36.

      Chapter 3: Intro To Modern Home Project

      4:04

    • 37.

      Setting Up Rhino View, Grid and Alias Options

      2:04

    • 38.

      Creatiing Roof & Walls

      10:47

    • 39.

      Adding Windows Via Surface Editing

      4:49

    • 40.

      Adding Mullions With Arrayed Pipes

      7:12

    • 41.

      Adding A Door

      11:55

    • 42.

      Adding A Site Copy

      11:56

    • 43.

      Chapter 4: Documenting The Model

      2:16

    • 44.

      Working With Layout and Drafting Views

      3:12

    • 45.

      Developing A Plan View

      2:12

    • 46.

      Adding Layout Print Preview

      0:37

    • 47.

      Annotating and Exporting Final Drawings

      4:51

    • 48.

      Chapter 4B Furniture: Creating SubD Furniture In Rhino : Chairs

      14:42

    • 49.

      Creating Furniture In Rhino: Coffee Table

      8:31

    • 50.

      Chapter 5: Intro To Rendering In Rhino

      1:42

    • 51.

      Render Properties Settings

      2:42

    • 52.

      Settings In Render Buffer Window

      5:38

    • 53.

      Developing Emissive Lights

      15:51

    • 54.

      Adding Spotlights

      2:02

    • 55.

      Adding Point Lights

      0:56

    • 56.

      Adding Directional Lights

      0:41

    • 57.

      Adding Rectangular Lights

      2:01

    • 58.

      Adding Linear Lights

      2:20

    • 59.

      Environment Settings and Context

      18:44

    • 60.

      Finding Textures With SketchUp Texture Club

      2:54

    • 61.

      Background Settings Textures

      3:30

    • 62.

      Introduction Editing Light Settings

      2:52

    • 63.

      Setting Up Texture Maps

      3:52

    • 64.

      Additional Rendering Settings

      1:04

    • 65.

      Libraries Panel

      1:09

    • 66.

      Chapter 6: Advanced Views and Animations In Rhino

      0:13

    • 67.

      Setting Up Revolve and Sun Animations In Rhino

      9:41

    • 68.

      Final Sun Animation

      0:32

    • 69.

      Chapter 7: Intro To Grasshopper Part I

      7:17

    • 70.

      V-Ray For Rhino Cosmos + Realtime Vision Rendering

      7:37

    • 71.

      V-Ray For Rhino, Asset Editor, Interactive Rendering

      7:25

    • 72.

      Path Animations

      2:53

    • 73.

      Setting Up Views In Rhino

      3:42

    • 74.

      Axonometric Views

      1:45

    • 75.

      Setting Up Cameras

      3:02

    • 76.

      Intro To Grasshopper Part II

      10:29

    • 77.

      Creating Voronoi Windows In Grasshopper

      10:42

    • 78.

      Chapter 8: Designing The Site

      2:18

    • 79.

      Modeling The Site

      17:41

    • 80.

      Dividing The Site Footprint

      8:18

    • 81.

      Refining The Landscape

      7:09

    • 82.

      Chapter 9: Developing The Building Design

      9:26

    • 83.

      Designing The Front Entry

      11:58

    • 84.

      Designing The Door

      15:29

    • 85.

      Adding Site Roads And Parking

      3:21

    • 86.

      Splitting Topography For Roads

      12:24

    • 87.

      Refining The Entry

      6:33

    • 88.

      Voronoi Front Windows

      1:47

    • 89.

      Modeling Front Phasad Design

      10:24

    • 90.

      Chapter 10 Documentation: Updating Layout Documentation

      18:50

    • 91.

      Adding Site Elevation Masking

      7:30

    • 92.

      Adding A Site Section

      6:37

    • 93.

      -Setting Up Layers For Printing

      2:36

    • 94.

      Exporting The Drawing Set

      5:46

    • 95.

      Chapter 11: Rendering The Model In V Ray

      2:16

    • 96.

      Defining Materials And Environment

      17:15

    • 97.

      Real Time Rendering In V Ray Vision Render

      3:18

    • 98.

      Adding Site Entourage

      10:36

    • 99.

      Chapter 12: Course Conclusion

      0:38

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About This Class

Rhino 3D is a leading 3D modeler for Architects and designers, but it requires a good foundation for users to model effectively. In this Complete Rhino Guide, you will learn the fundamentals for creating developing, rendering and forms of all sizes in Rhino, 

Course Overview

The course begins by looking at the Rhino Interface and how to navigate it effectively. Rhino is a surface modeler and its setup focusing on the type of geometry or model work you are working on. Through the primer, you will know how to start and develop a project in the Rhino interface whether working on the view setup, with curves, with meshes, with renders, with SubD geometry and so on.

Section 1: Introduction To Rhino Geometry

Next, this course gives you a primer in Rhino Geometry. Rhino has a suite of geometry families to suite the type of model that you are working on.

Intro To Rhino Curves

This section begins with an introduction to creating and editing Rhino curves. These are not just by points, but also by complex calculations, so you will learn how to develop these effectively.

Intro To Rhino Surfaces and Solids

Next, this section covers how to create and develop surfaces and solids. This geometry family creates much of the beautiful curves and dynamic forms Rhino is known for.

Intro To Rhino Meshes

In the next part of this section, you learn about meshes in an introduction to Rhino meshes. Though similar to many mesh modelers at first glance, Rhino sets itself apart by your control and development of mesh models.

Intro to Rhino SubD Geometry

Finally, the closing Rhino geometry section covers creating and extensive development of SubD Geometry. SubD Geometry is a new feature in Rhino that gives dynamic modeling power once available in less precise modelers. In this part of the section, you will learn how to create complex SubD forms with functions to mirror, stick and manipulate SubD forms for smooth and well controlled models.

Section 2: Hands On Architecture Modeling In Rhino

For the hands on Architectural project, you will learn how to apply the skills in geometry and editing to create a modern home. We look at how to setup up the construction geometry. Then, we will model the various elements, floors, walls, windows and doors. Next we will create a plan and elevation. Finally, we develop the rendering. Rhino has lots of tools that make visualizing complex geometry very easy, and in this course, you will get the workflow so you can present your projects well.

Section 3: Rendering In Rhino

For this part of the course, you will learn how to beautifully visualize your projects with lighting, materials and environment settings.

What you learn in this course:

· How to navigate the Rhino interface

· How to create and edit surfaces, SubD geometry and meshes

· Workflow for solid and surface construction

· How to design a concept model for a building

· How to render drawings

· How to create annotated plans, and export pdfs

· How to use array and face editing functions

- How to create lights, textures and environments

- How to setup unique renders and views

If you're ready to take your Rhino skills to the next level, then enroll and I will see you in my class.

About The Instructor

Brandon Aaron Gibbs is a licensed Architect and instructor, successfully helping thousands of students master design, modeling, and rendering in today's top design programs like Rhino, Grasshopper, SketchUp and Revit.

Meet Your Teacher

Teacher Profile Image

Brandon A Gibbs

Architect & Innovator

Teacher

Brandon Gibbs is an award-winning licensed Architect and the Creative Director of MotionFORM, as well as the Creator of the Iamthestudio Training Platform. He earned his Master's degree in Architecture from the prestigious Architectural Association, where he studied under Patrik Schumacher of Zaha Hadid Architects. There, he pioneered groundbreaking research in parametric architecture, setting the stage for his innovative career.

With a diverse portfolio that includes the design of pavilions, universities, churches, and modern homes, Brandon's work also extends to award-winning film and animation projects. He has collaborated with industry leaders like Populous, TVS, and Manica on high-profile stadium projects, including the 2027 Nissan Stadium and Vanderbilt's FirstBank... See full profile

Level: Beginner

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Transcripts

1. Complete Rhino Guide Introduction: Why not? Today is one of the most popular design tools used by architects and designers today. Being able to manage to develop Brandon City projects requires a good foundation of geometry. Real application with Rhino. Hi, I'm Brandon. Now be your shortens complete rhino guide where you learn the fundamentals of the model and design and Rhino and also how to create quality projects and visuals for your design projects. We begin this course with a basis of rhino geometry and how to easily navigate interface. We model several forms for you to be familiar with, how to work with curves, surfaces, meshes, and subdue geometry. We then began with architects project monitoring and developing a small pavilion was custom windows, doors and roofing details. We next document these with Rhino lab using clipping planes. We then proceed with an introduction of grasshopper and a few valuable programs for Rhino. Finally, we finished this course, project visual exercises, where you learned about rendering and rhino setting up lights, environment, and materials. And we conclude with an introduction to using V Ray for Rhino Plugin for photo-real photo project visuals. This course is for architects and designers interest in developing their advanced modeling skills in Rhino, you just need to copy run it to begin. I'm going to work with the Architect with over two decades parents developing projects, prototypes, Rhino, I've successfully developed projects big and small to Rhino. And my aim is to help you develop those skills with your projects and your teams. This class project will give you instructions for making a small vein and rhino to be documented and plan section and the 3D render. Then this course, you'll be ready to confidently started manage any random project at any level. If you're ready to get started making beautiful random projects, then let's go. 2. Concepts For Designing In Rhino: It's very important in the world of rhino that you have some constants or how to use it. Some people I know are new to Rhino. So these are some ideas to help you starting out with Rhino, I will have a section for those who are new to 3D modeling. Let's go ahead into concepts for Rhino. Key concepts, I'm going to talk about the way that it works. Essentially, you have three things that are in the base of your Rhino file. I'm working operations. You have your geometry. You have the ideas that are holding things together, their visuals that are output. Essentially, you have to work with this area. The idea is to become architecture, design, furniture, jewelry, type of geometry you can create is the starch from simple to complex that no, connects to the idea. At the same time, at the end of the day, you're going to be exploring some sort of visual which is in the form of renders, plans, elevations, et cetera. As you know that this is your workflow. This is what you're doing inside of Ryan, and this is how it attributes. You're going to have to figure out how to focus your efforts in running for the concepts. The first concept that's really key is to know your surface geometry basics. Talk a little bit about that. Essentially, you need to know what geometry is and how does it work within Rhino, we have that understanding then the controls and what's going to do is going to be a lot clearer. This section, seats where I talked about all the different types. Jonathan, you're going to find the latest version right now. So don't worry about just learning up here. Obviously, these are the concepts. You'll be able to figure out how to make different geometries there to know that you're going to have to be planning your work and figuring out how your work. That's something we're gonna do in the course. You're going to need to be able to utilize, using layers to organize your work. That's also something that we do. Need to learn how to save time with commands. To learn. You need to learn several methods for doing the same thing. Essentially, there are many ways to make boxes, so it's good to know which ones are there. And right now, you need to also clean up the geometry. So your geometry will be working and it won't cause errors in your model. You use documentation templates. That's very critical. So you can document your work if you're trying to have a full set and annotated set, need to accelerate your workflow with integrated programs. That's very important because if you are using some Adobe programs or another CAD program, It's good to be knowing about those integrations. You need to be able to innovate with plug-ins, that's like with grasshopper. So you can do some interesting coliforms. And finally, you need to perfect your exports. That's essentially it could be to a 3D printer. It could be another program with ideas working to make that perfect. It's going to be important. So we're going to talk about all these key concepts a little more unto the basics to help you organize a are you're gonna be aiming to get results as you are modeling and creating in Rhino. Number one, we want to know surface geometry basics. Just very basically say that this is a surface in Rhino. It's like sort of the hallmark of what rhinovirus rhino works with these particular geometries, points, lines, planes, and equations. So these sharp later become all the type of geometries you can find in Rhino. So it's good to know what each one of these is. You also need to know about joins, holds and explodes, essentially anything you can make this editable. That's the great thing about work with Rhino. Obviously, you can create it, you can go back and forth. And so knowing how these works is really important. Finally, you want to know about the properties that's going to help organize each of these particular elements as you are making forms and designs in Rhino. Finally, you want to be knowing about groups and components. That's when things come together. And it's partially a method of organization, that's partially a method of also just modeling in that way. These are so important juncture basics that will help you get ahead. Just focus on these things as you're learning. For working with Rhino. It's important to plan your work. Rhino is it's going to be probably workflow, right? You want to have some place to start. You want to know about references. If you're trying to model home, you want to be a look at home you're modeling and particularly detail for element. You want to be able to look at references. You can learn a model also look at previous rhino projects. You want to start with jumps you construction. That means you're not just going to start with the big thing and be disappointed, but you'll be building it up. Funny. You want definitely study methods. So that's part of how you say, you're figuring out several methods to do the same thing. So the idea is your study of that year, study of the program. It's going to really help you get very far and you're planning this before. It's gonna be really critical because it will save your time ahead. So Funnel how to do it for you, do it and then work from there to perfect your work. It's very critical to utilize views and layers, organize your work. That's like the homework, right? You're gonna be using the different types of layers, the different types of views. With Rhino Azure. Molly, this is gonna be something you come back to so that you don't get lost within the Rhino model or the workflow. It's going to be organized by what you're working on. You know, you're working on something. You're going to be changed into something else you can hide, you can show, You can select obscenely. It's going to help you. And so that workflow is going to really be the way to keep things moving and also helps you as you're thinking about components or hey, maybe you're doing different iterations. It's good to be able to have a way of organization. You can always come back and be effective. You want to model particular part. You want to change something over That's going to be critical to be organizing and working in an organized way. Next, you want to save time with commands. Essentially, Rhino is a software program. So there's working with the machine and hardware. And there's a little prompt, of course, you're gonna be putting in commands, though there's buttons, the press. It's going to be working through commands. So knowing about these learning is going to really help you move faster so you don't save time by learning the commands, the basic commands, to be learning the basic settings for those commands. And you'll also be working about how to work with advanced settings. That's something we're going to be figuring out as we go through this, we'll be using a lot of buttons and learning quickly working with the commands, but you'll keep a notebook to find out all the key commands so you can keep going back and you'll be learning commands as you click your button so that you can stay on top and be saving times. Next, you want to learn several methods. This is a method for modeling methods for editing, just researching how to get things done, because you never know where the project, if which one will be faster. There are several ways for working with meshes. There's some ways work when solids are going through these commands, figuring out different ways for how to do something, it's gonna be critical to really perfecting your work. You will know basic methods, obviously, creation, editing. Then also there's directed, directed, and if you're creating a moving things yourself, There's also scripting, which we'll talk about a little bit later, and making your own commands so you can actually be able to get the desired effect from your Molly. You also can be working with advanced construction. That's part of working with the plug-ins and other types of scripting and automation. Cleaning up your geometry is going to be really important in Rhino, just like any program. Because obviously, if you're making a lot of things, there's a lot of room for like straight lines and points. And so you're going to have some work to clean things up at the end of your editing session. This is gonna be done with validating the model where you're looking. Maybe there's things that need to be connected or put on a layer. That's what you're doing with layer clean-up. You'd also archive model work. So maybe your current model won't get too busy being clean, being organized, it's going to really be helping your workflow. Next, we want to make sure to use documentation templates, both use and create them. This is how you'll be able to have a layout that can work for your project ideas. You don't have to create it again and again. If you have a similar pretty much title block like the one seen, you can be developing your drawings and just come back to the title block and do a presentation from there. It's also in organizing your planet patient perspective views and maybe different annotation elements like a title or scale. It's good to have those as templates. So that's something that will really enhance your workflow. You also want to accelerate working on your workflow within integrated programs. Essentially, this is things that will work with your random model where you're either importing models into Rhino, we export it from Rhino. It's important to know how that could work. So obviously that's importing n elements, maybe from Adobe. Like maybe you're inputting in lines or maybe even a graphic or texture to also of course, can be exporting that out. Same thing with cat and Ben programs. There's a lot of different types of geometries, ketchup files, OBJ files, you can bring in, you can export out. So working for how that goes together, it's going to really help you though this course isn't go too much into how to integrate the ideas. You're gonna be doing the same thing of auditing your model, making it simple geometry to get those working together. Finally, we are on our second tier of concepts. It's important to know about innovating in your Rhino model with scripts and Plugins. These are how you get to do things a little bit faster and maybe do some more intricate features. Grasshoppers, a plugin that was one separate now is with Rhino. And you can put that to your maximum because it can be working on how your code and your model could become one. You'll be able to automate your designs and different particular workflows. You also will be able to explore it from plugins that can do very interesting things. This also is talking about script, and there's actually a script inside of rhino. You don't actually have to use Grasshopper script. So there are a lot of options for that, but that's gonna be great workflow to at least try out to see if it will work for your projects. You also can look at plug-in galleries on places like food for Rhino, so you can enhance your skills. I make a course on grasshopper, but you also can be exploring. You have to check my Instructor page. At the end of the day, you're going to need to perfect your exports. Everything that you do for presenting or sharing with others is going to need some sort of refining. So spend some time to understand how to make things right in Rhino. Like you're doing geometry if you're setting up drawings for plans section elevation rendering, it's gonna be participant that time to make sure you're doing everything to a high level so that when it comes out, it's going to achieve what you want. This renders the screenshots, this is pdf and layouts. However it is, it's going to be worth your while to spend time to make it really, really good for your project, your project collaborators, and those that are going to be the audience of your final work. And this also, of course, it's talking about 3D prints and geometry that goes outside of the program because it's something I also love to do. I have 3D printing horse also my Instructor page. The ideas you perfect what you're doing inside of Rhino. It's gonna be doing really well outside. 3. Surface Modeling For Beginners: This is a little bit of a primer, primer to the course, as I will be talking about the Rhino interface, but you're looking at here. Now. I'll be talking about the command and everything. But I want to just basically start off by telling you what 3D modeling is. If you're super new, where you don't know how to sort of maybe click these buttons and press these commands to draw lines and shapes. If you're super new to that, then I would maybe advise, just go on to the core slowly because I'm simply going to be sort of trying to run to create an architectural project by using the element, but I'll talk about the elements here. So you slowly sit down to figure out some of the ideas before just getting into sort of the big interface. It'll help you out a lot because obviously, you know, an interface is important. But knowing exactly what's going on as you're pushing and creating project is gonna be critical when we're actually going to start by talking about what points are. A point is just X and Y, Z, or these three coordinates in space that allow something to be organized. You see this grid here. You see these, these axes. That's what the red line and the green line are. They are how is organized? And well? Well, we have the points, we connect those, we create lines. And I'm going to zoom in. And you see these lines. These lines start to give an added dimension. Two objects and geometry. Obviously, just knowing the points, yes, you can describe something. But when we start creating these lines, we mainly have another level because essentially now we have more information. Now the lines have the ability to be straight. They can have various forms. One of the thing that rhino does also is knowing, of course, we can have wines. But just like in sort of the principles, they're also functions. A function is a line that's more like a curve, our circle, which has a different geometry. So we'll go into how to create curves in the course. But I just wanted to generally just show you there's different curve does tell you that this also is a type of line. Rhino extra treats every line as a curve. And so that adds another bit of information. However, just putting the line in space is still like just a bunch of lines until you decide to make a surface. A surface is where we've either joined three or more lines, and they could be going in a similar direction. The fact is, one thing a rhino does that some other 3D programs don't do is it calculates surfaces. That means that something in Rhino, like this line right here, it actually, it actually is dynamic. It will move with these little controls to it. And that includes, if I was to bring something out and say, I'm just going to copy this line here and you'll find out do these things. But if you start to see how things are operating here, you are seeing that this surface is like it's smart. It doesn't matter what I'm doing. There's gonna be a connection between that surface and this information in the fact that I can even select these lines back again. Or I could go and I could select the points for this surface. Even though for any line that I select, I could be showing those information back to points. Because of that. Because of that, you're starting to see how rhino is actually taking and building a system for geometry in geometry properties. The next thing we're looking at here is where we're not just looking at a point, a line or surface. We're looking at a collection of surfaces that are connected. And this is called a poly surface. Poly surface is made in a similar way to a mesh and a sub d. And so the idea is these are closed. So there's such a thing as sort of surface geometry is also closed geometry and solid geometry. And rhino gets into this a pretty seriously. So knowing that this is the level where we start to say, I'm going to connect these surfaces. It's going to add another level of complexity and it's another great thing about Rhino. Now, while this is a plus-plus surface, this is one as well. And this is as well. And so the idea is there's multiple types of ways from simple geometry, 3D geometry, all the way up onto a city's geometry. This is the city of New York. And this was made in all these forms just like the real-world is translated into points, lines, surfaces. And so now you're seeing that this is what can be done with that information. So as we go into this project and figure out the new architecture known about the geometry, just keep in mind this underlying system to all how the 3D world is being basically figured out before getting to those sort of complex ways. And it's a beautiful way. It's beautiful part of what computer-aided drafting does, because it simplifies it. And to wait, you can create better. And one for projects from this simple starting box. 4. The Rhino Interface: So this is the Rhino interface, really basic. Just like most programs, you have your menu, your commands at the top. You have your toolbars. On your left. On your right, you have your different options. The great thing about it is you're always going to be dealing with one particular thing. In your Rhino. You're working with a viewport with nothing selected. You can choose things like the camera, viewport, Target, etc. You're working an object. You'd be selecting different layers, rendering materials. You have libraries and a project where you're putting in materials and such. You also can of course see the Help menu helping us great to go along with all that you're doing and write all these commands actually work in tandem with these tabs. If you're working in your standard menu, creating things, basic visual abilities that can be dealt with there. C plan is that you are changing your construction plane. And in your view command you could be changing different ways. You're looking at the current view. And then of course you'd be working on your display. You're going to rendering something or showing it as shade. Then just go on to maybe how you're selecting things, worked with your layouts. You can change the way your layouts are going to be organized. Just simply like that. Then you also can work on visibility. The other commands onto the right are about transforming and creating geometry as well as rendering and drafting. These are something we're going to get into really basically for this course as you're getting into Rhino, just really getting the basics going along. 5. Basic Navigation: Let's get started with Rhino doing what we love to do the most. And that's creating, it's actually pretty straightforward. A lot of these different commands for working with tools are creating. What's going to really be important is when we start to navigate and create within the program, we're going to start with just looking at navigating around the view. And then I'm gonna create some geometry. Navigating starts with your right mouse button where you're clicking pan and you can pan around the view. You could pan on your perspective by holding Alt Shift and right-click. Holding down the middle mouse. This little mouse button goes to your quick tooltips. You can scroll up and down, and that'll zoom in and out of each one. You also can of course, just use the right mouse button for orbiting and your perspective view. And of course, in any of your view, you also always click your, your, your directional pad to go up and down. That's great way of just controlling when you're creating things, you can always come back here and change things about your views here. Display. I think if you're working with your display, you are definitely working on your setting of your view. If you pro layout, because the idea is you want to be going back and forth. How do you want things to look with your display? You'll go in your viewport layer was saying, do you, do you want for layouts? You want to. That's just a quick way to get you started with controlling that. Visibility is when you're starting to figure out what things do you want to show or hide. You can select particular things. 6. Chapter 2: Intro To Rhino Geometry: Now I'm going to show you everything you need know about Rhino geometry. We're going to start with curve, then move on to surface solid sub d and Mesh tools. 7. Lines, Curves and Gumball Editing: We start with the curves, mainly because it's actually very simple concept of a line which is just two points. And that's obviously just a very simple contract. You click on a line, you'll get three things. Who got the little gumbo and then you'll get your point, your, your gamma point is not as useful here. I guess you could just move the object using the sort of big arrows. You can scale it. It's not too much. You can offset it and total extruded with the little point. You are treated pretty much in the direction that is looking at. You can of course, rotated according to this axis. And it's all about the plane. With these that original, as you saw when I extruded, it, stopped being a curve. So that's an important point to think about. For the gimbal. The gimbal really sort of turned the geometry. I'm going back to just the point, of course, but the point, you can just be moving around the edge. There's no sort of geometry in between. This is a really simple wine. And a lot of geometry is made out of these simple types of lines. For instance, if you're making box and this is a unique way to make a box versus a point quantity corner. This is making it with three points. But essentially this is just a bunch of regular lines. There's no curve, no other types of thing going on. It's no constraint as well to a plane. You just kinda move it whichever way that you want to move it. Okay, so that's just looking at a very basic lines and line geometry. And it's, it's gonna be the same no matter how you constructed a line is a line. Now a curve is a little bit different as a curve has a beginning and end, but also as control points with different weights and also different settings. Right here, I've just made a flatline on one plane. And you see I can move the control point, but it will affect this calculated curve. And so that's all you need to know about how this works. I can actually move the point, particularly. But if I'm moving the control point, it will just move a calculated line in between. And there's of course also has those gimbal that actually change the geometry as well where you can. It's always extruding and surfaces. And let's just continue with the current information. 8. Curve Edit Tool: What we can do in working with curves, there's of course some curve edit tools. And actually curves and lines can both be edited very similarly. For instance, this fillet, fillet is really just put some of these here. The fillet is more like this edge and this edge with a radius of its radius is just dies at a point. Whereas if we're doing it, the radius of four, it'll curve with the edge of that line. So it makes a nice little curve there. That's useful. Chamfer just does a pretty much a total of a perpendicular angle to the point at which they intersect. And you also can have some interesting things where it's a little more calculation of course. But if you're selecting the curve that's gonna be going and it will go to it. And it sort of looks like a trim thing as well. And there's different options for filling the corners, etc. You also can do some interesting things. So it's like symmetry. We just rotate. And the great thing about this, this is actually going to just mirror. It. Basically doesn't really perjured geometry in the future. With that edit, I'm going to go back into the curve tools and see you can also offset these curves. Just like you got to offset if you're making a line. And that's a very simple thing. You can do with curves. You can rebuild the curve if you've created one. So this is a curve that's actually, it looks like it's two points, but it's actually going to create those control points. If I want to do something like rebuilding, I could just type in and rebuilt. And whereas you see my ten points, I have a degree of three. If I want it to be more curvy, I can make it more control points. One less curvy. I can make it less. You see the degree? Like even if I wanted to go to one degree C, That pretty much all the herbie curves are pretty much going away. But if I make it to ten, see that it's definitely in fact to be more curvy. And you also see like this much crazier control points. And you have some options where you can make it Sub differently. We preserve tendons or create a new object. Those different options with rebuilding the curve. And one useful thing of that is if you create a lot of different types of things with curves, you might wanna fix it in that way. 9. Curves Review: That's looking at our lines are curves. That very simple. Pretty much the basis of a lot of edges. If you're going to create other types of geometry, you can start with simple curves or lines. Then it's very simple. 10. Surface Basics: Base item for translation from a curve is a surface like here. So this is just lifting two points. We go to the surface menu. These are make, making them into surface. Same thing happens if you click on that gimbal, extrude. That also is going to be a surface. You can see here as it's called open extrusion. But it is the type of the surface. And as we've gotten into the surface world, minds will continue. And I will also make a creation with just looking at the fact that you can also make a surface that's made out of just points that just connect, right? And from a different, like we're going to select this. And each point can be adjusted. So that's really cool. I'm going to get the jump gimble a little more now because it's gonna be a little more significant as you're looking with more 3D shape though ally can be very three. 11. Gumball Plane Control: Let's go back on that gamble. So anytime we click on a point or the line itself will go to the gumbo. The gimbal is gonna be the center of the geometry. We have options with the gimbal. If we will have the gimbal, or we need to do is we're going to be right up with gimbal. You click this point here, this little white point on that edge. And what it says, it has options for where you can split the Campbell, you can relocate, it, can reset it. You turned off on you also can align it to different types of plants. You're going to find this going to be important when we are working with the 3D surfaces. But you also can do some things like snappy or smooth dragging and different things for how you're viewing it or dragging with Directory. So that's what a useful. And that's going to be something that you will see important as we deal with these surfaces. 12. Surface From Edge Curves: So right here, I'm going to end my service command. I'm going to do is really joined these edge curves. And it's very simple, simple thing to do. I'm actually just looking sort of. It's located very simply. Yes, he can just make a click, Okay, here, select a surface for my curve network. So you see it sort of gives it a lot of UVs here. I didn't need that many UVs. But I'll go ahead and click. Okay. So it just made a 3D form base out of the elements that are used here. And this is a simple surface. 13. Rebuilding Surfaces: We wanted to change the amount of UVs, a lot of lines in it. We could do that same sort of thing of rebuilding, build a curve. We build up these. Right now it's 736. We could change it to aid in 2486. And you see that it will pretty much simpler is the, the less curvy. But it's by a calculation. With the calculation that'll determine how it looks versus where the control points are. 14. Extrudes and Sweeps: So you also of course, have different options when you extrude. So this is just starting again with those curves is crazy curves. And if I wanted to just do something like this, I just wanted to go ahead. And actually what it's called is she long curve. I'm just going to select the curve that will extrude and then select the path. And this is like a rail. And the difference between this and a rail is if I take that same set of geometry and I create these two curves on the side. So what I can do is and I'll show you us a difference between that should alarm that point and a sweep. Sweep has these two options. So I'm going to sweep with one rail. That is irrelevant. Go by. This is the shape. You give like different options. But though it was a little bit similar. And so the base understanding is that the direction directionality, as you can see, the curve went around here for my my sweep. For this, my shoot along the curve. It did just pretty much exact moving that curve. And now I'm gonna do a sweep with two rails. First, row, second, well, then that profile, you see it, it got larger and a calculated. The new curve has a went through here. 15. Gumball Surface Editing: This basic service, obviously, just having a components that make a surface that's fine. That's a surface. Surface does not have to have a curvy geometry. We get back to our gimbal tool and as we start to play around with this, now, obviously when we extrude, we actually just creating, wanted to brew creating for the whole thing is actually now a poly surface, white solid. So that's just really simply going from a sample surface. 16. Creating & Editing Solids: We want to create a cylinder. That's going to be very basic credit tube. If you choose a thickness and no fill, sort of basic, we can of course choose also pyramid, this truncated or a cone. And we have the option of both cone and pyramid as truncated. Like I told you with the gimbal, we have that simple. Now, the gimbal, you select the object, it will just select the whole thing. So solids are a little meekness way. You'll have to press Control Shift to select that unique face. And you can do that same thing. We click on that filled dot. And now you're working on extruding of that face. So yes, you can select multiple faces and do a similar sort of thing. You're just extruding that face and it changes the geometry slightly. But also of course, just by selecting that face Control Shift, you can move that face. Make sure you're clearly selecting the object. It turns black when selecting it. Or you can do the same thing for the point. And that point has its own particular options. So you can actually, even when you're looking with the face will curve, you can be working on the curves. For instance, like I select that curve. Now if I choose a face, I can pull that out. And again, like I said, you extrude these. It's a little different versus off-setting it. But now, how did I have this outer edge here? I can always just scale this part. Or I could even come in and choose that surface because that's like its own world. And unfortunately it's offsetting it and it's, it's trying to calculate what's going on curvilinear early. One way you might want to do this really is just sort of do it. If you are trying to do it again, you would maybe select that face. And you can actually select the curve instead of the face. And then you will offset there. Select this. Then you want to scale it. And what did you wanna do if you want to scale in two directions? Press shift when you're offsetting that. Now, if you shoot up like that. Now you can create a little bit of a lip. So it's a unique sort of feature there. We can also, now, if you choose to maybe create a little bit of a calling back down, can do this. And this is by pressing Control Shift on that face. You have this unique things that were operating. So obviously the surface that's curved is a little bit different in terms of offsetting. But intentionally that's what you're doing. You're working with a face or a surface of a face. This course easier to figure out here. But this is all working with surfaces. And they are pretty much calculating the curves as you're going along. And the great thing, of course, is also, if we want it to come out here. Now, you see where I was before clicking here and trying to carefully make sure to offset. The offset is going in the direction of the sea plane. What you can do is you can click on this little white box and change your C plane to the object. So now by the select this offset, it actually is going now to the normal. So what we can do of course, is to things like how we can be scaling and doing all this great stuff to the normal. Now what I'm gonna do is do like a funky little command here. Then going out. So what we can do when working with surfaces, and we want to sort of maybe loft connection. We can always just click on a face deleted. And we can just loft. Just choose this edge and this edge. Join that here. We can do an edge by edge. Just make sure that it's kosher. And just go ahead and click it and click Join. Now that's made a unique sort of bit of geometry and that sort of liberal harder way actually there's easier way with sub d and also mesh. But essentially that's how you are going to operate in when you're working with surfaces. And it's gonna be hard. I'll let you work on it. More curvy surfaces, pervious surfaces will still have that same sort of inflammation operating underneath. 17. Slicing Solids: You can also cut through the surface. You can also do something like create a plane. I think this is obviously a simple way to have a cutting curve. And essentially versus haven't extruded or anything. We can just choose how much it's going to take out of the material. And there we go. 18. Extruding To A Face: Here's some cool things you can do. With a surface. You choose a face and if you want to have it hit another face at its angle, can do that. You get a in both. Move the face. This one. If we go back, select the face space, now select the boundary. It just loses trait there. But you also could have extruded that. And pretty much lets you sort of do a little bit of a connection there. So that's an interesting way of connecting these two. 19. Editing Surface Points: So another thing that we can do with services there, well, I told you to shift controlled way to select a point. You also can do is turn on the points directly with the button here. And the thing about that, of course, is you still want to try to keep control, something like a gimbal. Because when you start distorting these surfaces, you start creating different ISO planes. There'll be mindful of that. Surfaces are a calculation. 20. Creating Surface Holes: Now we're looking at what do we do if we want to maybe draw some curves, start doing a little more interesting geometry edits. We can actually just go to sea planes. And what you do is the C plane to a surface. And it just asks you, which is x, which is y. And then you can start drawing on that plane. And that's gonna be really important because you have now the option. Mixing between the surface and solid. Do something like where you could add a hole. From the point. Though you'll collect the closed planar curves and select the surface. And the idea is this, the jump tree goes in a certain depth. Right here, you see it's gone in. In fact, I was wondering if we could just go on partially, but it did go and hold. And asked us one way of doing something like this. We could go back and say, oh, let's choose another C plane. And let's do a similar operation. But if I want to do something like something a little more tricky, I actually can always just work by splitting a face. And we can just select an object. And we select the objects, I will split it. And only difference here is that we don't have the extrude, but it's no worries you can do it very simply. We could just click on both of those. And you will be doing that sort of extrude sort of thing. And now you just do plain are surface. And now you have a closed sort of hold that has unique feature. That's just a general idea of if you're something but you can always make holes. You also go back to your tools and you could delete a whole. You could even do that with this object. Only. It was made with a different way. But the ability to repair a solid are sort of built-in to the geometry. And those are your basic ideas of working with surfaces. Surfaces are nice. But of course, you are constrained by the calculation. 21. Intro To Meshes: Let's start by looking at different types of meshes that you can make in Rhino. First of course, the mesh face is like a starting point. You just select one or three or more points. Obviously, the simple 3-point is also a mesh phase. We go to shaded, we'll look at that. Just goes back to that same gimbal abilities where we can click on that middle to click on any direction in general. And the idea is, of course, these were made with the same macht man. So actually you're building it. 22. Editing Meshes: And what we can do is we select on edges, we can always bridge those edges. That's a great little function here. And now we're going to select on a unique face can move it. And I believe if we of course get out of plane, we have other options. But that's our mesh. And if you choose one particular plane itself, we click on that fill dot. We can extrude it out. We can scale it in one direction or press Shift shall scalar multiple directions. We have to give more set to the particular object. That's really nice. We can rotate it a little bit. I have it on our ortho, so it's a little limiting their turn off my ortho. And that gives me different options for rotation of that. And we can do, we can always just once he just offset it, then we can go ahead and scale it in a nice little way of if we're trying to just build from my face, yes. Keep pushing it and it's not really a calculation, but it sort of has a feeling of calculation. But you also have this ability is I'm going to shoot here to let somebody to their faces. You can actually bridge faces. So that's something different from surfaces. You start to have some unique abilities there. And you know, you can just keep shooting. Shooting. Of course, getting smaller every time. You start to see how you could come up with unique geometry. In this process. Then at the end of the day, you could be bridging, creating unique handles. And because the matches all sort of edge ID, you don't really see curve languages. But it's of course unique how you would sort of this video along with it. And with this mesh, of course can rebuild. But just rebuild mesh. And it's a lot simpler. It pretty much it just created vertexes where there was none before. So it's just making it a lot more clear. It's not as complicated. Meshes are lot symbol because this point's really points of the surface. So that's just working with basic mesh. You've got a couple of things that you can be doing with it. 23. Mesh Solids: You could create a course and uniques are basic mesh geometry. You start there. When you click on juncture, you can choose how many faces vertical and around are. Square. Your X, Y, and Z count. Even with the sphere. Yeah, the choice of choosing the radius. And then gives the vertical faces. If we want to do 20 or 32. Thirty-two, it's going to be more curvy. Again, that's not a calculation, that's point-to-point. Could select any of those faces. You can move it. And it still shows, it does show a little bit of a calculation for non planar. But if you rebuild your mesh, it will try to correct some things. But in general, there are some places that need to be triangulated. You can always press triangulate and it will actually make it a little more clean from where it was and triangle. It makes these surfaces perfect in terms of each point to a line versus any curves, because there's no real curvy points in a mesh or curvy lines. 24. Editing Mesh Solids: And so that's your mesh. Different types of things that you're working with. With editing mesh is different. Differing relationships to your normals contain different edges. You also can of course, change in a surface to a mesh. And also you can go back and forth and that same way. For instance, if I go to my solid tools and if I create a truncated pyramid, I could turn that into a mesh. So simple way of turning a NURBS object into mesh. Is this really the first mesh command from NURBS object? These options you've got preview, well it's kinda turn into the match. Fewer polygons is definitely going to make it look a little less neat. Mock-up polygons can be more neat. But it's obviously useful when you do something like this. You actually preserves the original. 25. Offsetting A Mesh: Just like you would offset a surface. For instance. You just offset that mesh. Now have this ability to have these two things here. So be some interesting items, especially if it's not a closed mesh. For instance, I had to open yeah, that ability to create some unique spaces with that. 26. Duplicate Hole Boundary: And you can also duplicate the whole boundary. That's also, of course very useful. The similar thing to duplicate border, is this a duplicate that whole edge. 27. Mesh Edgeloops and Inset Functions: So here are some other useful features. From the edge roles. For meshes, we can choose something like a double-click. You'll choose a loop of a mesh edge. And you have the ability if you're wanting to maybe add another loop to image, you can just click on something like an edge. You see like I'm created in-between mesh leap there. I could do a unique thing where I stitch. I'll just look at this stitch item here. And so you're going to select a vertex or set of edges. So I just double-click here or mature the click 12. That actually stitched together. That's nice. Told you the abilities to geolocation. No, My pulling them out upon the man. That was nice way for this to become one. Match this cleaned out the top one. And you have the option here also for mesh edges where we select a face. And the second, come back here and make sure to take off oh, snap, ortho grid snap. I have the ability to choose my headset. And you do ten, could do 20. I could do 2520. So that was the lines were a little bit confusing, but actually the same thing was happening. But it was nicely that it didn't just created it. It created it with a proper edges in between. And then I can just choose that face, I can shoot out or anything. So that's a nice way to get something based on that unique face. 28. Mesh Creases: One thing that I have here in the model, you can see this is Thomas. It's a little bit of a crease. In the mesh tool. You have the ability to not exactly a crease and create it or move it. And you see that how that affects the appearance, I'm decreases more apparent. Things like sub D. As when you're moving it, it will react differently based on what you're looking at. Especially if you're looking at things. But one thing you can, of course, I've edited, can always remove it. The crease allows it to be like a perfect cut. But when you're moving it's like it's smooth. And it will be clear when we look at sub D, What's going on there. 29. Basic SubD Planes: Somebody IV is a different world, but similar ideas to working with different things like surfaces and edges. So we're going to create a single sub D surface is similar to that mesh. Where you just creating, you know, either one or maybe you're actually creating multiple mesh parts and ideas. You're pressing Tab. And it will pretty much turn it into a subdivided element or a regular element just with the points. And you really only see in the center when you click on it. But if you wanted to select that point to the points in it, you would just make sure to click here Control Shift. You can select any of those points, those edge go to, and you can select any of those edges. So this sub D was set with the count and the y cal sub d is going to really be each gonna be like a one face that's like a mesh. It's like one plane. 30. SubD Solids: So we will create some of the things that you can make with sub D. We'll look at how they look before and after. Subdividing. Each one of these has their own set of commands for how you make it. So I just simplified it. So the idea is if you know that when a subdividing and I'll go into shaded mode, it's going to be a little curved that you don't need to have too many of these, the more subdivision you'll have. For instance, if I didn't already want to have that much from my arm, my R sub D truncated cone. I just would make sure my vertical went around faces so much so that the vertical, it'd be three round faces are okay. And I will just simply about this. So you see, this helps me have better control. And as I come in here, I want to start moving these. It's just that smooth big edge versus if I'm moving something and as somebody that has a lot of these points, It's a little less smooth. So that's a reason to keep that simple. And so, yes, you can make different things like the sphere, though, when you look at it, it looks like a mesh, but it's calculated already. So ideas you can just keep it. Simple. Thing that you can do. So just go into the next level. With subdivisions is you actually can also sub divide. So you see this. So it makes it a little more complex. But ideas, you really want to maximize your control of this subdivided geometry. You can shape what you're doing. 31. Editing SubD Objects: Let's go ahead and start shaping some items with this. And really start with a sub D box too. It's really the easiest to really work with your starting off. And I'm just going to keep that S count 11. Okay? And I'll go back to the retina mode. So I can do the similar sort of thing where I'm offsetting. And I can move that phase I going to offset it. I can do this very simply. A skill that and I can move it in my edges as I need. And it's going to be more useful than doing it directly. If I double-click on a set of edges. With Shift Control, I'll select the loop. That's really useful. And now we're going to start looking at some more creative things that you can see. I'm gonna go ahead and extrude this. Shoot this. What I have now is a crease, arbitrary. Right now. It's the creased edge. We can just simply make this into an edge. That simple set. It's going to happen right around. My suddenly tools. Dislocating that right here. So we can just add a crease. You see that sort of effect. That crease is very clear here. It's like I keep saying that edge, there is something within. You could do the same thing on different faces where you really make the presupposition that makes us face, in fact, look very flat. Curve the edge. So you can do that. That's a great way of if you're trying to do some unique things with a sub d. But we can also do some neat things here. For instance, have the ability to like before where we're extruding up. Now one thing that I'll show you about this shooting and make sure the object is our gumbo. When you extrude you're shooting wants to face, it's not really connected. That's important thing to know. You have this similar ability. Let's click on that similar ability when you're moving that sub d to choose two of these sub D faces. And bridge gives you the option if you are going to turn it into a joint or accretes. So let's look at it as a crease. That crease makes it very clearly. But we can always go back and remove the crease and it becomes Kirby. Again. It's nice way to make something like a handle. And we always could come and delete a face. And they see that I can mix a little bit of a hole there. 32. Reflecting SubD Objects: The mirror command in the mirror command is actually reflect more on this, this world. We just choose a point at which we're going to split. It, will choose the side I want to keep, choose that direction, was finding it. So one great thing about this now is before we were dividing it and changed each side uniquely this time it would do them together. And I'm just selecting the edges. You see it moves on both sides. Scale it scale together. So this is a unique way if you're trying to keep your geometry the same and I'll same actually happens when you're extruding and unique sort of way how it will operate when you're doing these elements as well. 33. SubD Edgeloops and Inset Functions: One thing we wanna do when working with sub d is sometimes we want to inset a face. And that could simply be done using our inset command. Or we can choose where to start and would come in. And of course I could help us still mirroring. So you see, now that we have this, it's gone here. It's pretty nice. And we also have the ability to, you know, for instance, if we wanted to be a little more defined, we can insert edge loop, right? He just would select the, you know, the other thing this wisely to where it's going to be. You want to salute edge loop and it's probably do better to do it here. So you see, it's like up there watching his first lecture. Does stone-age see what happens before and after that edge loop gives it a little more definition. And also talking about that edge loop, if we will select that shape. And something like this, it might not be that what we're looking for. But who do it back here? It's definitely going to be closer to what we're trying to do. As we get to. Now see before and after that as you gave it definition. And we of course, if you want to insert sort of an area, just need to choose that starting point. And now you see if we shoot it out. We have that unique added formula that we have two here. Of course, we can always shift control and double-clicked. And where these are not currently creases, we could turn them into creases. Now, have a really defined a little edge there. So it's great way to be operating with that sub D form and it's mirrored. So we're just playing along with what that would do. 34. Stitching SubD Objects: Now let's look at what happens when we want to go in and maybe take and joined some sub d, not just bridge, but actually joined a uniquely formed part. So I'm going to create actually a sub d of the colon middle copies something like that, larger. We're going to scale this to be larger. Let's select an edge rain. Just shoot it down. Select the edge ring. On this side. She did down. We shoot it, it can scale it a little bit. And I'll do the same thing with this one. Shoe that down. We want to do now is now a function where we're taken off one of these. Now we're going to stitch these. And we're going to use this edge and this edge. And we're going to click on stitch match. Essentially it creates that joining point for both of these. And you know, we have that option if we want it to stitch these as well. So a stitch. Just make sure that that's ready for stitching. The first set. Second set. Same thing. So now we've actually made one sub D geometry match. Of course, we always have the ability to create maybe a plane that keep things in order. That's also an option. For instance, if we want to maybe we should that point a line, a line to a plane, select started with alignment plane. And turn off grids that a little bit. We'll just use the snap in the model. Do that same thing with the other one. We're just going to go buy. Again, we said that plane. Now I made a little more cleaner geometry and location. 35. Geometry Conclusion: So this is some basic working with sub d. So d mirroring best geometry sets and different things like bridging, stitching, edge loops and inset faces. The words the limit. Of course you can do a lot of different things, just break into this command. But in terms of getting the introduction to doing great things and somebody and all the geometry, I think you're ready to get started. 36. Chapter 3: Intro To Modern Home Project: We're going to start a project designing a modern house in Rhino 3D. What you're going to get out of this is going to be a good understanding of the elements that are needed and also the benefit for working with Rhino because R1 is a great 3D modeler and help you format ideas using views and the tools that are available. First of all, look at the idea of using the House form and why it's important. Essentially there, there are some major house types, but I chose modern to contrast with the traditional house, right? So the traditional house has a lot of elements and the modern house on contrast. So this is a traditional art that you're seeing here. The modern house is a little more simplified, but it's also more pure, in which you're working with. You'll have elements like roof, like windows, like walls and floors that are put together. And they had to be placed in a unique way. But for modern, it's also the same, but it's more of a perfected ways. First, for instance, you can create a unique sort of arrangement of windows. Though you have freedom in any type. I think some of the elements are gonna be cross between the two forms. But for the purposes of this exercise is good to simplify because of course we can start getting into a lot of detail, but it's good to learn how to work with simple forms to create a simple geometry that is also beautiful before moving into more complicated forms. One of the things that we're gonna be using is going to be view based model link for this exercise, we're going to be working with plans and elevations. So I'll show you what that means in a few seconds. Also will be working with 3D views. That's either perspective or throw. Essentially. Again, if you have experienced this, it will be repeating some of the things that you probably know, but it's good to have that basis with plans, of course going to be looking at a 2D representation looking down. So it's like a level of a building. And we're gonna be using that when we're looking at the elevation. This is going to be important because we'll be able to organize what we're creating precisely versus just working in a 3D view. However, we will be going into the 3D view to sort of perfect and refined what we're doing with our modeling and house, of course, is going to have lots of different elements both inside and outside. We're going to simplify this base exercise starting on the outside. So here's some important commands and run with it. We're gonna be using for this exercise. We're gonna be definitely looking at different ways of working with geometry and talk about the tools a little bit later, but would be going into 2D and projected curves. We'll be looking at sketch lines while you're working with things like properties. For each object, things like line thickness, the materials and layers. These are gonna be ways to help you control your model. And these are going to be essentially the assets that you'll be working with. The tools that we're gonna be working with are going to be working on basically choosing your custom commands using command aliases. You'll be learning how to do that. You will be also going to have to work with geometry editing, including moving edges, which with gumball editor. Also working with geometry division for exploiting, joining, splitting and trimming elements, where we work with solids as well as curves. Where I was going to work with geometry derivatives using things like Booleans. Also working with tools like shell, also offsetting and extruding. And we'll also be working with array curve. That's a way to use advanced level of a derivative from copying one object. These are really important because of course, there's a lot that you'll be working with when making any sort of design as it gets to an advanced level. So being able to create a base idea and then editor what you want is going to help you command and create something that you like. So let's get into that Rhino environment to create this modern home. 37. Setting Up Rhino View, Grid and Alias Options: So we're starting with our modern home project. So I've loaded a reference file included for the reference secrete this in 3D. It's a 2D instruction with a plan elevation using the maintenance sewing levels that can help you be informed as you put this model together. So we'll go through that together. Also, one of the things that we're gonna do in this project is we're going to make sure that we have some key settings on. So at the bottom you see that I've set up a particular set of endpoints, middle intersection, perpendicular settings as my snap. And of course my whole staff is on. Also, I've made sure to click on project. I'll be using that when I'm working in 2D in any view to make sure things are straight on. Also, my gumball is turned on. So we'll be using that in my editing. Will also go up to the Tools menu and look and see the options. Because I really want to have particular options on what to have my aliases. So I have some key aliases like SEO for copy. You see in the left-hand side we'll put the thing, you'll type in, the command here. It will go to and you, of course we see that in here. I'll set up for different elements like for movie Edge or move face also match properties also for polyline and so on, so forth. You just take a screenshot and use some of these if you would like. I've also set up my, my view where I wanted to set up a particular display mode for my wireframe. And I set that up here, choosing a solid color background. This might be a useful way also to make sure you can see when using the grid. And I set my grid to be transparency of 75. I'll also set up my grid here and my grid properties as six inch spacing. Also some useful ways to get you started for working on this project. And you could start from there. There'll be a lot easier. 38. Creatiing Roof & Walls: The first step in modeling this is the work on sorting our layers. After this setup is done, we're going to make a layer called Sketch. And then sketch we're going to go ahead and make both a little bit the 2D elements for those 3D forms that we will be creating. And since this is actually a regular set of lines, actually can just draw right over them. Again. The benefit of working the sketch layer, what I'm going to turn to be dark green is that I will pretty much have control over these layer lines or no, which is there. And I got to turn off my reference line. Okay, so I'm gonna go to my standard menu where I'm working with curves. And I'll go ahead and just start and just work on these. Now, when I turn off my reference layer, I actually can, of course a straw but the whole time, or because I want maybe more specific elements like for instance, my offset, something I'll just use my Offset command. And so again, we'll be using offset quite a lot. Offset works for 3D and 2D that officers surfaces of 3D form. Okay? I'm actually going to create this in two different methods. We're going to go ahead and make sure that our lines are gonna be on the sketch layer. On this right-click on this layer to move objects to this layer. By changing object layer, I'm actually going to copy this base here to 60. What we're gonna do is in our elevation, we're actually going to be making a line is sort of show those levels for how tall the building is also its slope. You see here we have 10 ft and 14 ft are the two edges of our slope. And so what we can do is come and make sure that our layers on Sketch and we just can start from anywhere back here. So I'm actually going to do negative 60 ft and zero, and we're going to go up to 60 ft and zero. That line just go straight across. I'm going to copy it up using SEO and they go up 10 ft. And of course that's released it. I just set it up there and I'm do 14 ft, type that in and it shows me sort of constraining the ortho. And then I have there's there this extra one I'll take out that was by accident. Just making sure I can still use them to make sure these are ad where they need to be. And here, those are going to be guiding where everything is. And since this is a little bit overlapping, my jump to here, I can always just come back, get my selection window and move it over so it won't be overlapping the geometry. And so what I'm gonna do is I'm going to do two different methods here. I'll turn off my reference line. I'm going to work just by extruding the curves and one sort of working with this as a 3D object. Okay? So what I'm gonna do is I'm going to extrude both of these. Actually can shoot them at the same time, but I'll do them separately. You could also showed using this dot here with gumball tool. But I'm gonna go ahead and just use extrude curve. Make sure that solid is the option when I go up 14 ft. Alright. We'll do the same thing for these walls. And some of the lines or accidentally moving. So make sure that the move and we're going to shoot this up the same, that 14 ft, right? But here, what we're gonna do is we're gonna go ahead and pull this down. And this is gonna go down negative 4 ft. And pretty much I just selected that also can use move edge to do that command that does the same thing as selecting the edge and planned out. What I'm doing here is I want to now offset these same dimension of 6 ". So actually shell command is one way to move a service when the policy service. However, the issue is that this is actually gonna be extracted as opposed to like, I wonder you want to keep a floor here. So one way to do that is actually to use my explode or extract surface command. And when you look over the command, remember which is the button that is saying so is the right click. And I'll introduce select that surface. Now that's going to be separate from geometry. And wanted to do now is I could use to offset surface. And I want this all go inward and it's gonna go at 6 ". And just make sure it's going in there. It should be going in. So now you can see that it's offset it now it didn't make it a solid object, which would mean it would sort of made it a base of that wall. But I can use this one and use the split command. To just go into it again, I'm going to split this, which is not the ground. And I'm going to split it with that internal box. So now we have a floor and we have all this lines. Now, there's a reason for when making it as well sort of separate that you would keep it separate because essentially the roof is a different system. And as you start developing architecture, you typically want to have those separate. So that's another method. And the way I would do that is again, project modus is on. So I would just choose two edges where they are. That edge at ten foot and the 14 foot. And what I would do is scale it up a little bit by the base point b2 and create essentially a cutting plane. And the idea is I want to make sure that it's extruding this way. So you're using the gumball to is going to help that way. I'm just extruding that out over there. Then I'm moving the whole surface. Now what I wanna do is actually trim this. And this will give me the base for my, my roof. And go ahead and just do trim. And we're going to cut with this object. We're trimming out this. And I'm actually going to use trim of this object trauma, both that and this top one. Now I have a separate wall systems. And what I'm gonna do now is create a layer for the walls. And this will be on that. This method is a little better because I'll turn off my sketch when I get these into the right layer. Change object layer is because I now have separate systems and I'll just make a roof by coming back in here. And sort of doing a, hey, sort of wine or so actually in sketch layer, that's fine. I'll just come here. What I'm going to do with this line that's just made is this offset this. And of course I have this sort of slept again, but it's all selected. So that's fine. I'm offsetting that 6 " because I don't want it to have like this little slope out. I just want to go straight or just come in here and pull this in here. And the same thing for here. And again, as you see that i've, I've separated my 2D and 3D layer. But since I'm using a project, it's not going to interfere with where my point is because sometimes it'll align, we'll go in and out. But you can see here it's stuck on my C plane and almost the plane. And I'm going to actually use fillet. And I just typed that fn. That's when my shortcuts and do the same thing over here. I just select that right curve. I select this here. In here. I can just join. And so all I need to do is take that. Now I'm going to turn off projects so I can locate this in 3D. She's here. Now I'm going to use extrude. She'd curve. And I can just move it over here and there. I have that solid roof and I'm going to go ahead and create my roof layer for my walls. I was going to set it to a purple. This is sort of diagrammatic right now. Same thing can be done here. I'll only it's one particular object. The solid method is useful. Save to us it brought the level up just a little bit for working with this sort of separate system method. And that's the preferable method. So that's how you create that basic shell. The next set of things we're gonna be working with is adding things like the windows. We're going to cut that out. And the idea is you want to see some of the Booleans, more trimming and separating so we can have the systems and the model that we would like. Also for floor. Don't worry, we can always come in here and create a surface that we can use that as our floor. And what I'll do is create a layer for floor. But we're not doing that much with that because we're just doing a basic model. But go ahead and put that in here, is playing corner to corner. First-line gets in. And just make sure that, that that whole geometry is on floor. Okay, The next thing we're gonna be doing is adding those windows and going into this form. 39. Adding Windows Via Surface Editing: So now as we're going into adding windows to at least make this form over complete design. We're going to go ahead and restart. And we actually could start with a solid. We don't really have to extrude all the time. I should do corner, corner heights and just really choose element that we're not actually going to subtract out a remodel. I could just go from edge to edge where that's going to be. And it's talking about the height. So I can actually go into my perspective, choose that now height's going to be actually the height of the windows I have here. This actually is measured at 6 ft. You can always do the demo yourself or DIST that measures 6 ft. And all I need to do is make sure that this is coming down to the appropriate layer. Pulling that down and then using my gimbal to go up 12 ". And the way you do this, and again, this is going to be like just a second method. I'll go actually put that in method two. So I don't really need to use that reference for us and close that. Okay, but for here, what we can do here is we wouldn't want to subtract this from here. And we actually have a little bit of another option for that as well. So essentially, when actually copy it, and it's now in my clipboard. So now as I do this operation, we can actually copy back end because we want, we do want this geometry that it's actually been removed. So now I'm going to use the Boolean commands and we have some options. So you type in Boolean, you see some of the Boolean options. Boolean option is also available on the solid tools menu. You can go through here. You can find some of the different ways that things can be organized. But really, if you go to solid and you look down, you see all the Boolean commands here. Union is when you put two objects together, differences when you subtract something intersections, we take the product of two things that are intersected. And then there's some other options, But I typically go into some fly here. So you see how the Boolean works here. So Boolean difference. And that will give you the command as you go in and says the objects that are subtracting. So this is my walls. We can subtract this form. So the great thing about this is we already have a cutoff for Windows. And you see like it's a solid cuts, so I don't have to remodel this particular edge. And what I'm gonna do here is I'm going to paste the object that I copied out because I really need this set right here. I need these two edges or these two faces. And so what I'm gonna do here, I'm going to explode this. And I'm going to select the ones I want to keep that face and that face to the everything else. So now I have this that I'll use for my windows, but I actually want to join it. I should want to offset it. So I have a bit of a profile. The way I have it here is it goes into inches. So we can do that here. We'll get offset surface and we choose to retirement for the distance. Just click on it. Now it's gonna go in. I just press Enter. So now I can take this away. Now have this bit that's going in. So we can do now as pictorial, my reference layer. So now I have this is my Windows. Go ahead and create my window layer. You also create your windows at once. You don't have to wait to create something to get the window is made. But I'm gonna go ahead and just transferred here to my Windows. And I'm going to offset the surface. Before. I said not to make a solid at this time, I will make it a solid. So now I have a solid system forming my windows. That just makes it a little more realistic question, use one surface, but I just wanted to be a little more realistic. So the next thing I'll do is I actually can start turning off my sketch layer. I do have to make the door. The door is gonna be over here. I also want to make some millenniums. 40. Adding Mullions With Arrayed Pipes: So work on making the Ma'ayan's. First. We're starting from audience. It's important for us to know like a line that we're going to be arraying these items on and I'm going to need a layer as well. Go ahead. Two layers. I can use the other ones later. But again, I think sketches still going to really be beneficial here. So on here, my 2D elements that I don't want to keep. But right now, I just know that my Ma'ayan's I don't want to create too many lines and how to, how do you actually get elements here? One of the benefits of the array curve function is that you actually can use a line and you'd get 3D geometry from that. So we're gonna go into the standard menu and I actually just creating lines. We're just going to create a line that goes from the top or from the bottom to the top. Right. And all we need to do is array this on a particular curve. So if we choose a path curve and then now this is the curve of this object. And it tells me how many objects do I want? So let's use eight. It will be setting up eight of these on that curve. And you also have option for if it's free form. And it's sort of it's already finished. I can start that again. Re curve, select that path curve. It's still in the command. I can choose free form and choose road like this, of course, is going to be more evident when you see it. Working with sort of maybe a curve and find a so to say rule-like. And it also has option for distance. Okay? I'm fine for its sort of figuring it out. And so the idea is one thing for, for how this is made is that it's actually going to particular edge. And if you want to do it that way, you can sort of use it that way. But also, if I wanted to just select these and getting this small universe from here all the way to here. I could just do a simple editing method where I just scale in 1D. I could choose one point. And here, and here, We're choose the beginning point, end point and where we'll switch it to. But in other ways to get and go back to my sketch layer and create a temporary curve. Because sometimes we don't know if a line is actually divided. And we knew that if I choose this line, I can know exactly where it starts and ends. So if I do again that array curve, but I want to make sure that this is on my sketch layer. I could do a ray curve and select the object. And I'll go ahead and array that on this path curve. Now, what I'm gonna do is I want a particular sort of distance and you see the distance already set up here. So that's fine for me. And we'll go ahead and accept that. However, I will come back out and sort of choose this again. And we're going to choose the path curve. That's the right curve for us. As you can see, sort of. Again, it does cut it off short. That's because it is the way that it's arraying. It is based off of distance. I think 18 is still fine for us. But because I changed it to two, the number the distance changed. So just be mindful of that. If you do distance, it'll put distance first half one. But if you come in here and just do a number, it'll set that up to working by that number, so it's a perfect set. So I present, we have our margins setup. I'll go ahead and close that temporary set. What we can do to make these volumes moralistic, we can select these objects and go into object properties. And we have some options here. One option is called curved piping. And that's where we can create a, a pipe. And actually it says about 1 " for that pipe, we can actually reduce the segments because that'll take longer if it's bigger. Pipe on. So it, another set of curves that might be valuable, even though I turn it off. It is actually the top and the bottom of that curve. Because the idea is that when it's done, just diet to the sill here, but still being this little plane here. So one way to get that pretty simple is again, versus even using that to break her. We had we can, while in the morning layer, use the term actually do edge, duplicate edges also in your curve menu, as we convert from object, we can duplicate anything. But we've already said that up with duplicate edge and sometime 3D object. You don't know when it starts and stops. So just be mindful. Lecture covers air you're looking for. And this one as well. You notice again, this line is not included in that. So I can do this either, include that. And also I can do the same thing from the top edge here and to this edge. And all I need to do is select it here. And this is on the moist layer, but since I didn't set those up, I can just come back over here to the same sort of formatting I did before. Click on. Now we have that setup. Now if you want, of course, one thing is you have to, if you want it to go all the way up, so you can always choose that option, just move that lineup. Again, these are pipes and their according to the top level. So if you go into wireframe, you'd actually see them because it meshes. But you can always take one of the points and get it to where you want it to go. So I can pull that up there. Here. This material, but it's fine for now for representational use. Okay? So we have those moments and those look pretty nice. It's a nice way of getting that detail. The next thing we'll be working on is the door. 41. Adding A Door: Now we're at the point for adding our final element for this model. We're actually, we're going to come in again and be a little more creative with some of our edges. But I was adding a door. So if I just wanted to add a door in his face, again, there are always multiple methods. But we know immediately and the door is gonna be on this side. We'd have to find a way of removing it from the other geometry. So the first way is we actually get started with the solid. And we just choose the two edges for side, side. It actually want them to align with the windows. So actually if I just choose some closeness, you'll see that it sort of match the white point. So what I can do now is already set up. I can just simply again do my Boolean tools, Boolean difference, subtract from this wall and choosing to subtract that door. And you see a nice solid little space here. Now to draw the door n, I could just use the same set of solids. This is a three-foot door box, corn corner height. I could just do something like this. But I know if I wanted to do like 2 ", I could just put in my add sign to get the location 2 " down 36 ". Let's do feet. Right. And it goes in this direction, but it's still fine. I'll just move it to get to where I needed to go and start at the top. But we're actually going to go down. And pulling it down. Here. Again, we didn't put on project. That's why it's sort of just located at the top versus the bottom. Actually, we're going to just move it back to this location here. And actually that is right location and that's totally fine. And of course we can always rotate that in any particular drawing. We're going to work on making a plane later on. But again, that's a simple door, will be making advanced or later on in this course. But this is a simply adding that plane and finding a way to just created out there. 42. Adding A Site Copy: The largest part of this exercise is really, you've already created everything for the building is to create a site. I'm just going to create a site layer. But this is gonna be helpful is and then creating views where you're looking at. You can have something on the ground. Though. In your rendered mode, it sort of creates the ground or more in the Arctic load for it, a little bit of ground. This creating of it in the model is gonna help you have one. Okay, I'm gonna go ahead and create site. Actually, pretty one here is click on that. I'm just going to make a large surface. Let's go ahead and put that from corner to corner. And it could just be a large mass. You know, and other design, you know, this would be like a little precedent for when I'm adding other elements. I can go into it, I can cut out from it. I can even make it deeper. But in terms right now, we'll just find a put that at that level. So that's gonna be our site. 43. Chapter 4: Documenting The Model: And so those are gonna be my emollients. And I'm going to make sure that they have a nice little dark material and black plus gonna be metallic. And so now I'm going to show my base layer. And we'll look at this final House. And we'll click on Render. You'll see a little bit of that render effect, not just in the model. Lacey like nice little house with a fitting window. So this is, this is the base geometry is simple, it's rendered really well. You can, of course, to save that when it's finished, it's still currently tracing. As you can see, this is the render window where you can just a couple of options before color, the post effects that you could do, right? And the program of rhino. Depending on the size of your window, like I have a really big screen, it'll take longer. When it's done. It gives you the option to save. You just save that project. There you have that. And that's your ability to render it. You also can go to your rendering tools where you can choose some other items you could do, determined that you want to have a particular type of sky or environment. Different types of lights as well. Little more advanced. For this house. We just wanted a simple our ability to see it as a nice house. And the next thing you would want to do, of course, you can actually save that perspective. And just go here and your name fuse. Just save that. It's protective front. I'm just going to change the name, fix it up. And we can save this file. Just make sure to go to Save As. And here we are this base test. And the next thing is to see about drafting this, getting some plan and other views. 44. Working With Layout and Drafting Views: Getting your different views for maybe constructing the project. Even though this is just really simple, looking at a shell is pretty simple. I want to double-click and now you see that the drawings are very diagrammatic. However, if I wanted to go and create a layout, I can just click here. And this can make it page if I wanted a tabloid landscape, select that here. This is going to be my elevation page. What I need to do here is I'll have a viewport that I can move around and each viewport of a double-click inside it will show me a drawing view so I can always make this the plan view. But I said I want to start with elevation. So I'm gonna go ahead and in here decided to look at the view by set for you to my front elevation. And ISO can come over here and select a scale. If I wanted to make a scale, that one too, one, I can make my one-to-one, one hundred twelve be here. You can't really see anything here. So I'm probably will do a one-inch will equals four. That's one to one-quarter scale. So that seems like a nice size. That's this might have an elevation. Of course, I'm just moving this way with the style. What I would do from my drawing. I can always pan items. So they're moving. Just been moving the edges. I've been moving the actual viewport. I could come in here and select, actually won't move out. Click on Lock. Now let's change that. I can for sure click on here and change the shading mode to shade it. Let's see, I'm on the wrong side, so I'm going to actually come back over here and double-click back inside and make sure that I have the ability to change this. I'm actually going to do back. Set the view to back. We're gonna pan a little bit. So good, see. And so now that's here and I'm gonna lock it again. Now we're going to test out the print. But one thing I wanted to make certain is that we don't show some of our construction lines in the final drawing. So now with our layer, we can choose things like we have construction lines. If we don't want to see those in this viewport, we can always come here and make sure that we want to see the base. We don't want to see that curved layer. We click that and it's not gonna be hidden in that viewport. You go back to your perspective view. You can still see it, so it's just hidden in that layout. Now layout style here. 45. Developing A Plan View: Actually it would be nice to see the plan view. I think it can fit at this scale. What we're gonna do is we're going to actually copy this. That's the easiest way for me. Select that and copy it. Now we actually want to now put this as our top view. It's actually fully aligned. And if it's not, we can always come in and change it when I ask to go to the properties first and then when I go to that top view, top view is a little bit wider than we've had there. We asked you to move it so we don't overlap. We're gonna pan within the view. Want to use our edges, move edges and that reports these are aligned. What we can do so we can see there's a few ways of doing this. We actually create a copying plane. Now we're going to make sure that we can see the plan view. For this view, we want to see the top of the model and we want to say actually inside of the house. So one way to do that is now that we're inside of the view. This makes sure that we're here. And what we can do is make a clipping plane. Select the rectangle area that we want and we can locate it than a model. Say where will that clipping plane B. We typically it's pointing in the direction that I will shoot. We wanted to make it that won't end. The option for clipping plane is like, where's it gonna be invisible? And as I go onto elevation, we can see here that it's chosen to be this view. That's great. And it helps me see all these little details. 46. Adding Layout Print Preview: Go ahead and control parentheses, how it's going to look. The final drawing. If we don't change the colors, it will use these colors. So what we can do is we enclose this reacts, you can choose more of a moral panic. Look, there's more architectural. And that takes a little longer to render sometimes. But now that we control P to see what's going to happen. And we see, we have a nice plan for the house. We have a nice elevation. 47. Annotating and Exporting Final Drawings: We're going to finish this project by adding just a couple of titles to the image. And we're going to make that really simply going to start with some annotate, annotate tool. The program is just about clicking dimension points. This various commands for dimensions. I'm just going to call this edge and this edge. We have our 2040 size class to come in here and actually draw swing for the door. What we can do is always just have the Sono that window it apart. That's nice as well. And we could actually put this on a layer, maybe just drafting. That's the default layer. Let's make annotate layer. What we can do is of course also just make text for the interior that Pavilion. Have some options here for making your texts. What we could do in our view here from elevations, make sure we see the ground. Label, that layer round. Live. It's not a thickness that we like. We can always just come in that layer in the print with maybe change that to maybe a thicker line. You choose your different why weights will actually label also that elevation for interior will actually label this pavilion plan will come down here. I'll label that and we're not just copy it. Seo. Still have the same distance from that edge. Call this pavilion elevation. Click Okay. There we go. We have our elevation and we do also want to, of course, make it neat. It's not currently centered. So we're gonna use our edge to edge here is very simply more midpoint. Select all of our drawing. Midpoint organize. And we really make sure the House middle, going to be in the probably. You can, of course find that right here. You can see that middle point, your indicator there. We'll click there. Instead of sort of books on location. But don't worry. We're just trying to locate the movement of the dimension. And I'll just do of course, is this blue, these end though it's not gonna be visible. Save the project. I'm gonna print that out. Pressing Control P. I want to make sure nothing is selected. So we print that out again. Nicea, our entire drawing set for our pavilion, interior Pavilion Plan. And we'll just go ahead and just PDF that others, this friend options for your colors or what's copy. Do all that here. Your margin, cetera. Also your different visibilities. You turn off things like clipping planes. I turned them off of my layers, but you can turn them off here. You can also, of course, his tutor details for your printer, your scale, but you've already made all this particular scale to the drawing. You can always add some of that information later, but it's just a basic way of getting your project feasible and print it. And we'll just call it base test home. Pdf opener. We'll show it. Yeah, there we have an awesome little house made in rhino as a little pavilion. And of course we've explored also our 3D view and we also can just click it and see that again. Prospective front. Now we have a complete project. 48. Chapter 4B Furniture: Creating SubD Furniture In Rhino : Chairs: Since we're trying to keep a modern aesthetic to design, I've made a separate window because I want us to work on a modern chair. And this is like this little furniture piece. Just create a bit of a modern table and a modern chair within the pavilion. And so what we're gonna do is I'm gonna start with is some deep box. You could R sub D tools. And this will be something we can just keep really simple about. And I want to sketch out just a little bit some of the design idea. I'm in the plan now and I just want to make a chair that's something we'll close to 30 by 30. And just measure that. So make sure our units are right. So this is obviously in feet, so we want to obviously come down and meet that inches. I'll divide that by 12. And it just sort of small on the scale. We're just sticking to make this simple chair. And we will be making something that's about 4 ft high that people would sitting and relaxing. And so I have like some inspiration, but I think I'll just wing it with some modern ideas. So what we could do is just start by using our subdue box. And I'm going to turn off my grid. And I'm just going to just go sort of naturally. I'm gonna go 30 " by 30 ". And now when they go up, I'm going to go up that 48 ". And I've done it where it's five by five by five. And what I'm gonna do is I'm going to go ahead and leave it with pressing Tab. Leave it on this, this offer open mode. I'm going to just put a minus selection filter. And that's what you have right here for your sub d. I'm going to set it to faces. So it's already set to faces. Just come over here and just start to faces that I'm not working with for this task. And in addition to this, I'm going to take out some of the other phases that are now going to be that relevant for this process. What I can now do actually is I'm trying to just really going to take the edges out. And so the selection filter, Let's me just choose these particular pieces of information in the model. Now, do the same thing right here. This is going to be my base form. It's a little bit lower. But again, we can work on that. So what I'm going to start even to do is to take out these edges because I want to keep it really, really simple. So what I'll do is I'll start to edit this a little bit for, for how the points are going to be working. Essentially, I want to rotate this out. I can do that in my right view. Just come back a little bit. Then I'll have these, these little edges. Just start with the points come out. But what I'm gonna do now is I want to actually put this entire sub d. I want to put it into the middle because we want to use reflect, because we're going to start working on both sides. We want them to be aligned together. I'm going to go ahead and turn off the selection filter and select the whole object. And I'm going to move it to the origin. So now what I'm gonna do that I go to my selection and make sure to click on reflect the subject object. I'm going to choose the subject. I'm like at the y-axis. And I think I'm going to keep this side. So it's facing this way. You see the light side and the dark side. This is affecting this side. So I could start to pull out some of these and go back to my selection filter and just start to articulate this chair. And you see it's updating on the other side. And I can do the same thing for here, for this. Scientists. So to bring it out a little bit, even, move this out a little bit like that. Don't worry about it being flat. We're going to actually be shooting it soon. Then I'm also going to select this edge here that'll be coming out. That one move a little bit. So now I have this set here and actually one I would probably like a little more static and you can of course vary with this. To come down a little bit as well, I want to do now is I'm going to, from this, this object, make sure to offset this sub D object. And we're just doing a real simple right now. I will save the divergence that we have it saved to cheer model. But we're gonna do now is we're going to offset this sub t. Sub d can be set right here. And what I pretty much wanted to go as maybe about six to 7 " or even to be even more sleek, do about maybe 3 ". It's going in the right direction for me. And I want I want to do is make sure it's solid. It's going to not do both sides. And I think the rest of that is fine. So now we have a reflected sub D chair and I can look at it, how it looks. You see it sort of insult asleep there. That looks really nice. Now one thing about the crease, however, is it maybe people think the quiz is maybe too much. I could go ahead and select all the edges and actually move the crease. So we'll go ahead and move the crease for everything. And just make sure we're getting that curves, edges here. Move that crease. Or maybe you've only just do control shift. For sure, make sure we get it all selected and filter sometimes Mrs. things in that way. Maybe a crease command just started. Okay, there we go. You have to do that. Santa Anna, I can put my sketch geometry away a little bit, actually change object or as my sketch. This time. Now we're working on this really some fat feature. We can do things that like if we want to maybe start having the faces come up and I do like the regular method of moving things, but I like to see it another method, remove anything like this and coming up and even be pulling some of the sides in like this. And if I want to create something like a cushion, I could go ahead and select my area. Like if I had a cushion, I would sort of be just in this area. Again, you don't have to select the other side. It automatically selects that for reflect. And I could go here and I could and it will automatically push it all up. And we have that little push a cushion. And I could just select the middle one. Wanted to maybe do a little depression in this one. Come up. We have that nice and smooth feeling right there. So that's really nice. So getting that base form around. And now let's think about how we situate that up. For fine with this, I close the selection filter and what I'll do is not connected, go back to my mirror command. And when I, when I click on the mirror and go ahead and select this. And now I can actually, I can actually click Remove Existing reflect. And now we have a fully design. And I'll come up off the floor. Press Move tool, I'll select Filter. Move this up. And we're going to turn out also move it up. 18 " 18 " selected. Now, what I wanna do is maybe make a cone leg for this. So it's truncated cone. I can find that understand the menu. So this would be a regular surface and these in the truck at it to calm that makes something that's maybe. 1 " diameter at the top. That's not big enough. Maybe I'll do 1.5 inch and becoming down 18 ". And it's one of the other. Flip it. This top one. I want it to be about 0.75 inch radius. Just wrote it that this we actually do want a little bit of a rotation on both axis. I'll turn off the set, they're a little bit. And what I want do here is make this actually stretched down a little bit. So it goes past the front plane. And I'm actually gonna make a line at zero. So I'm actually going to trim it with this line. And I will cap it. I'll do now is I'll just mirror that on this axis here. And I'll take these two, mirror these. What I'll do is I'll pull the police actually deselect a little bit. Sit up a little bit. I want to keep my little 18 ". That's gonna be good. Maybe I'll just take these shirts you this a little bit. We can even just hide this as we move these down to there not being too much with leaving, just create a line here at 18. We know where a seat wants to be. Scale this out, come down 1 ". Trim the tamales. And I'll just kept these. Now we're just going to show our chair again. So we now have a nice little chair right there. And so this is a way to get low, moderate chair that we can put in the living room for our design. What I do now that go into material, layers, start making furniture. Layers of legs. Used FOR this. Set this to a layer. And we can set our chair maybe to just the regular FR fabric. And I haven't done anything so a unique with it, but that'd be fine for this Sedna here. Relax and our its own layer. And we will just do save the file, but will also select all this. And we'll click on Block or type in black. And I will just make a base point at zero, be like the front of the chair. And just say this is our modern sofa. You can just use any model you could have any sort of arrangement that you like. Press out and drag it, you copy it and arrange it out. 49. Creating Furniture In Rhino: Coffee Table: Now we also, if we wanted to come in and do a bit of a coffee table that could service maybe two of these together. What I want to do is rotate this. It's come out a little bit. 15 or negative gain. Reason do the same sort of mirror that on here. My coffee table is going to have similar, similar aesthetic. And I'm going to do that little simpler because it's already even quite basic. I still use a sub d. This time I'm just going to use a sub d or the cylinder. And we have something that we just have really small, that it should be fine when it come up and do 3, ". This little cough, David's me a little bit higher. 30 ". And even I'll take a little pie center out. And i'll, I'll deal with this one. Like gumball feature. I'll just extrude this up. Turn off my make sure that I select them the right way. Are those long but it's not good, snap is off. And just verify how is it responding to our command. Lucy, sort of it needs to pretty much be inset a little bit before we offset. When you come back in here and now we're going to really inset it and just take all these and we will pull that in first. Not really incident at the moment. But now I get to offset that. I'll give me like a little sharper sharper set here. So what we'll do now is expand that out this sort of uniformly and a little bit of a detail. But what we also can do, grabbing a challenge with this, is we could go ahead and double-click that ring. Maybe double-click the low part of the brain. Select that ring, and now it's not really super creased. We can go ahead and increase that. So that gives us a better look profile for that. And it's too much, we can always come back down. I think it might be a little bit high. Come down 6 ". And this could even have that same sort of aesthetic with the leg. But it's constantly a little higher. We started from scratch. So I'm gonna come over here and my standard menu, and I'm going to go from here. I want to go ahead and select. I want to start again 0.5 ". And I should, since it started on ground, I'll just say C. And I'm going to come up to top. So the annuity table, this is going to be 1.5 ". And all that moves here. I'll do my rotation. Turn, also also go freely. And actually what I'll do is I'll keep it a little bit centered this time. And we'll extend it out. Scale it a little bit. My line here, my grid on just to get a low point. Also, get this off. Now I'm going to trim that. Cap these. What I need to do now is I'm just going to be. Maryland this along this axis. And I can do the same thing on the other side. This is the basic simple little table here. I wanted to bring this edge out. I just take these rid off. I'm just wanting to scale at normally. Do that. It makes little neater. Even if of course you want to see win this, strike this whole thing a little bit. Just do that right here as well. I'll just take this now. And I would do a similar sort of set where this is my furniture legs. Now we want to break this this table. Look two parts. So we have the top part is a little glass or less glassy material on the bottom has more resides more of wood. So we wouldn't have to do is we're going to click on extract surface. Right-click, Extract, left with explode. And we're just going to come back into the tab, back into the polygon mode. Select this top ring. And we just select this on all the way round. Press Enter. There we have two different surfaces so we can have the top one as separate objects, but they still will match up. You just have that top as more of a maybe a top and make it a little bit blue, or you can choose another material for it. I would change this object layer and I have a little wooden material at the base amongst side's moving me the same material as legs. Just say FR would. Which layer? And also for, FOR top. There we have a unique set and we can also of course change anything else sort of in that similar logic. Sub d is just a great way to model beautiful geometry. 50. Chapter 5: Intro To Rendering In Rhino : It's important for working with Rhino to be able to also have an environment setting wouldn't go into the render. Functions concerning the lights, concerning dealing with the environment, and just some of the basic settings. So this is a little more deep than the previous lessons. We look at the Render dialog. We have a couple of different areas that we would be working with. We have the first where we get the option to either shade, look at previews or batch render multiple use, which is very useful if you have several views setup. Then we can create different types of lights. Spot, point, directional, rectangular and linear. Then they may also can be editing those lights. We can look at the last rendering and then we have four areas for working with materials and environments and textures. And so it's really useful obviously when trying to perfect what is the look of the model. Finally, we have the ability to work on, see some of our panels. Within our while we're working. We can deal with the sun, the ground plane, et cetera. We also have different types of effect. So I think there's a lot of basic, there's a lot of advanced here. Just follow along as we look at some of the basic workflows because you get to choose some different renderers. For this presentation. We really going to go into Rhino. I'll show a little bit of V Ray afterwards. But the main one is gonna be rhino. At the end of this section, you'll be able to take your model and render it and get visualized little deeper than just pressing the Render button. 51. Render Properties Settings: So when we start with looking at working with the rhino render, we are really going to be starting by looking at the render properties. And then render properties, which is probably part of the document properties. We first see that it has several different things that we're going to be setting up. First of all, we set the window that we're going to use. If you want to change the render, you have different options. This is going to start with a standard rendering. We've got to choose which view port. And if you want a particular view, something, you have that choice. You have the ability to set up the resolution and quality. For instance, it will do like very small. Quick. You do this way. If you're doing a larger one, just be mindful will take a little longer. You get to lock the aspect ratio if you want to change it the various size, you can choose the quality. I typically start with draft quality when I'm trying to model it out. When I'm finalizing it, either good or final quality will do. Then we get to choose the backdrop. That's going to be what's going to happen in the background. And there's also an environment. But we're going to look at, we have a choice for what the back of this guy is. Right here is rhino sky. But we also could choose either transparent or a gradient or a solid color. And we also, as for now, we're going to actually choose white. And we actually can say that in the Environment tab, we also have the option for ground plane. So this will choose if you see a regular line or you're going to see it going off into the infinite plane. I think that's useful. And we have Settings here for what type of material, or if it's just going to have shadows, et cetera. And we'll take a look at that when we press Enter. Bills have customer environment options for reflection. Then we have options for lighting. So we get real used the sun and skylight. There are lights in the model. We can choose how to use that, including emitted light. Then we have option for choosing, I'm working with. Are we going to show you the wireframe, wireframe information within the render? Then finally, we have dinner and color adjustment where we can brighten the model or use some sort of whether we can work on the render channels. And then we also can have some advanced render settings to control how the ray or the lighting is operated. Okay, so that's the render document properties will be adjusted as needed to sort of refine our image and then get it perfect. 52. Settings In Render Buffer Window: So we've added a couple of lights. And those are of course giving us like some, some good looking as I press Render. Now we're looking at the transparent background for image. And we're saying it's a time of day. And we've chosen where the sun will go. Let's look at this dialogue a little bit deeper so we can be a little more intentional when we use it. We have at the top of this menu of different options, of course, to save it or deal with image uniquely, we can work on the channels. We of course can zoom. You can zoom by using your mouse. You can work on what type of dithering is happening. Because obviously that's going to be affected when it's rendering. We have the ability to start to stop the render, this pub options. We can just copy them to the plate, the clipboard. We can adjust the RGB or for that background. That's always nice so we can choose our own background later. We can choose which channels to show. We want to work on a particular color. We can go ahead and do that there. We also can of course, deal with the alpha channel, where we just deal with the distance channel. So this sort of information can be used in other programs. When they go back to this thing, everything with background. And we also have different types of effects. Let's look at some of those effects that we could be using. Curves is a nice effect that typical use this and maybe a Photoshop. Within this. This, we get this show the curves that are in the model. So we can show the surface edges. We can choose the show dimension, the text that's in there too, the 2D information. We can have a bloom effect. Let's give you as more things in the model. We can close the model. That glows different types of elements. We can have a fog. Of course, some settings for that fog can see that we get the fog already start a little further from where the camera is. Go from 50 to 100 or something like that. We can do from a 100 to 200. And that's one of our options. You can choose a point then the screen, and have it going up from there. So it's interesting thing you could do with the fog option will just close that. And we also have the ability to deal with depth of field. We also can of course do a focal distance option. So that's really cool. And pretty much depth to fill sort of blurs. What's behind? We said, this is our focus point right here. Blur everything that's behind it. We have added here, we blurred all this other stuff. We have the maximum blurring and blurring strength. Take that out. And we also have the option for multiplier. So you can see multiply just makes it a little brighter. If those dark. Those are some good effects. Basics. Then tone mapping. We have the ability to have different types of effects for how the color works. So these are things that again, you could do unlike Photoshop, to just adjust how the image is coming out. We changed the white and black points there. Or do it here. You can be working with sort of how light is coming up with exposure. These are some things that of course would take time to figure out based on if you've already had experience. Definitely working with how much light is coming into the camera. You have also the ability to put color in this false color option. The final set of settings you could have here is your final pass where you can choose if you're going to edit it and Gamma, you can see with gamma, you have a little more definition of seeing what's in the glass and then no windows. So that's obviously useful element. You can go up or down. It's not on the images are dark. And then you dithering. You will change the way that you are saying all this small action and this, again, this is in draft mode. So all these will be perfected by going back to that render properties and increasing the few quality. But these are the settings within the render dialog that will help you get there. 53. Developing Emissive Lights: One of the important things in Rhino and rendering is important to add actually lights to your model. And currently we don't have any lights on the interior. So if we would go into the sun mode and which to turn off the skylight. Maybe set that sun sun dialogue and set it to more darker time of day. And yet we go to our render properties. Turn off the Gamma. So that's more realistic. When we press Render for something like this. One of the things we're going to see is a little bit of background that's added by Rhino and it's not really accurate. So what we can do is we can add lights and inside. One thing we also can for sure do is to come in and add an environment. So one way to do that is we can go ahead and close this sort of work rendering. We can close this and start with our environment. Then this get this dialogue, turn it off. Come in here and add an environment to render. And then we're going to add that light. Environment editor is here. Currently it's just basic studio mode. But what we can do is create new environments. Then going to import and Ron has a set of different types of skies and stuff like this. I'm going to just choose this generic sky here. Now, we're going to try this again. Has two different sort of Skies. Studio sky of course is having this white background while we have this other background. And I'm going to go ahead and disclose that because it's sort of competing against two. So we're going to delete the studio background. I would just keep looking at this background and just for time sake, we're going to set this to more of a draft quality and a little smaller as export rate. And we'll save that as edit. Okay. I think we're good. When I render this, sort of see what this will come out to be. A little darker setting. But we don't have any light on the inside. And let's be a little problematic. So let's go ahead and add those in. And the way we're going to start is really by creating a light layer. Lighting. And what I'm gonna do is be a little more specific about where things are located. So instead of just drawing anything, and before I use sort of a construction layer for my curves, I'm going to label this construction now. I'm just going to go on this layer and figure out where we want things to be. So what I've come to the medullary do is for the height, this is my little roof I have here. And I'm going to be working even more rigidly on my grid. I'll make sure everything is going to be on the construction layer. Idea I want to have is for sure having a good center. We're going to make sure we are able to array things according to some sort of logic. And we just made sure that all these lines are projected onto the sea plane. So these are the ones that we're going by. So I have to these lines, just copy one for the middle. I'm going to come ahead and do this on my outside edge as well. This is just helping us get our proper grid so we can align things. Because obviously you start adding a lot more complex systems. This is gonna be important to a very simple grid line. Alright? So what we're gonna do is that as the 2424 light. And this will be a little unique because it's gonna be on a sloped ceiling. I didn't that rectangle. I'm going to add a little bit this sort of off this corner. And what we're gonna do to help us for the located. Let's go ahead and just copy this down. 24 inches. This same thing here. And same thing here. And on here. These are my location that we're trying to have all light arranged by. The idea is we want to have like an equal spacing between here. And the way we can most easily do it is by creating an array. And that's gonna really operated in these locations. And what I'm going to do is I'm going to do like a set of three. And so that's going to be easy. And I'm going to start with my rectangles. Do a 24 by 24 and do negative. So it's going down. And I'm going to create it as a group. So that's also able to maintain relationship to other objects that are like it. And we've got two inches. It's going to be more of a glowy box. And I'm going to put this in my level for lighting change object layer. And what I'm gonna do, like I said, it would be nice but as group, but obviously we want to block definition for our block would just have a base point of this edge. And this is our light one that allows us to, if we ever changing it, it's going to change in relationship. But before I put this in, what I wanna do is sort of do my own array. So the way I can do it most easily is actually come here and draw a line. Because I want to do a fitting of it. And I could say how many I want on this line. So I've put this to the box. I don't want to have to locate the box right now. I just know that this is on the ground and the boxes on the ground. That's a great starting point. With both of these things. I can just array on the curve. And if I want to have maybe five of these, I just click F5. And the only issue is that it's putting things over to the edge versus inside. So to better serve that. But I can do is I can always just move this out 24 inches. And so the trim it. So we'll go by my backup backup edge. So now we can re on curve. This time when we do it, it'll be within our bounds. So we have equal distance. So this is created series of lights. And now, now we can do our grouping because we will have three of these. And so there'll be easier to help us organize. And what I'm gonna do is set that to the middle and move it up 12 inches. And then copy that one down and make sure that's also in that location is proper. So I have like a array of lights for my model. But one issue is when I'm wanting to sort of put it up to my roof level. I'm I'm I'm watching to make sure it's closer. It's going to need to rotate. So what I'm gonna do to get an accurate location for that is the hit that exact point in intersected. That looks good. Now I'm going to rotate it. I'm going to choose a base point. Click here, and then go up. And again, this is still sort of in conceptual world because obviously you want to maybe have some space for the equipment and everything, but we're simplifying for this model. And I'm going to make sure that I can look at it. Do that, I'm going to go ahead and create a view within the main plan. One way I'm gonna do that is just going to be looking here. I'm going to hide the model a little bit. And I'm going to create a camera inside of here. I'm going to go ahead and do that. I'm going to go to Set camera from the view menu, place camera and targets. Let's look from here. Be looking inside of what I'm gonna do now is I get to look at where I'm focused on. And I want to maybe go up to be looking at six feet up. I'm gonna go ahead and turn the walls back on. And I'm going to save this view. And this would be my view for my interior. Come back and from my viewport properties is right here. Actually can go to make this 35 millimeter. And so now I see a little bit of the lights. One thing about them is if I go inside I see they haven't been kept, they're not solid. So the great thing about what we worked on, how we created this is that now we're going to be editing the block. We can go ahead and just do cap. Because it's a block. We select object is done. We can do is look at my block editor as well. Now we've added this. We can go ahead and now just press Okay. Now all these instances are edited. And what we'll do is on this layer, lighting layer, we can delay or material select an emissive on mission. And I can just set that color here so that the white click. Okay. And now I've added it. Dislike. Go ahead and render. As we render this, already seen that it's a nice little look, It's not that bright. So what we can do is go inside, stop the rendering. Come inside the rendering and look at that emissive material. And maybe set that to something like six. Click. Okay. Come back to our anterior and make sure to save that. Save that interior one. Render that again. We've neatly rendered inside of our space with those lights. They're giving a good fill. Now I can of course change that render setting to move some of these curves. We can have a little more nice render and I can also come to perspective front. That's exterior. See how that looks on the outside as well. Now that's starting to be well illuminated or right from inside. What I'm gonna do now is I'm going to go to the settings for the rhino render. I'm going to come inside. We're gonna make sure put a little bit to better quality. It's going take a little bit longer, but it's gonna be worth it. We're going to turn off the curves and ISO edges and go ahead and save the project. Now as we go into these drawings, we can get a lot nicer rendering for the project. So you can already see it's coming out nicely. It's adding some of that level of interest to the project. And we have two angles will go and save each one of these. So let's take a little bit longer to render. But now you're picking up a lot more detail than spaces is still very sort of basic. Haven't really added it to much of anything. But those lights are working nicely. For our time of day. It's a nice night shot. We're saving that as our exterior. One. Come back in here now and our interior. And no added effort. This really simple, basic effort. Now we have a really welded anterior, wouldn't just wait for that to render it as well. And it's very basic. You don't see too much of the space here. I think it's a little bit overexposed. So we're probably not come down just a little bit. For this one. We're going to go ahead and stop the render, come out and change that just a little bit. Is good. Extra emission. So this four should be fine. Then come back in, render that out. And it's good because you can see the edges. So obviously this is just basically showing it, but it's nicely defining the space. This is what we do when we're just making some interior lights. Just to light the space. We're going to save this for that interior, sort of sort of natural light inside with the geometry versus just an artificial light. We're going to create some of those lights as well. See some of that variation as well. 54. Adding Spotlights: If you want to add spotlights your model which will be visible in your rendered mode. What you'd simply do is again, you can go on your lighting mode. And you'll be creating from the render menu where you can create a spotlight. And you're creating the sort of place where you're targeting first in choosing how wide that spot beam will go. Then you'll choose your location for origin. Right now it's a little bit high, but I can simply come back and select maybe the origin of the light. And I can also come and select the target. And I can change that. You also can change the diameter of the spotlight. And a typical light setting as you go to your Properties might be a little intense. You can always come down, deuce the shadow intensity and the spotlight hardness. And I think maybe two might be useful for this model. So I'm going to mirror them on this point. And I want them to work together to sort of look like this corner, not dark, too much dark. And also I will lift them up just a little bit. Get that sort of targeted effect. Now, just render to take a look at how that spotlight is actually looking. It looks pretty nice. So that edge is not as dark as it was before. The spotlight. It's a way to just add like little subtle lightened in addition to some of the lights you've had in the model. 55. Adding Point Lights: You're trying to add a point light to your model. For your lender, you could always just simply come down and add a point light and just choose a location. If I wanted to, maybe put one above the geometry, you can see that it would create the shadows. You want to be careful where you place it. Sort of obscene can do the elements of the diesel or spotlight only. You don't have to say everywhere because omni showing, we'll just look at this, see that point light is doing to the model. So it's pretty bright. Just brightens up that edge, brighten up the building and stop the render. We can, of course, make it less intense, but there's a lot of tensile edge to that shadow. So it's actually really nice. 56. Adding Directional Lights: To add a directional light to our model, we could just come in and click and it'll tell you which direction it's going in. So we start with our end. There. We're saying where we're starting from. And I'm sort of coming at that corner. But I want to lift it up a little bit. Just like before. Could choose different points that will be impacting it. So it's directional and bops and just for that intensity, as opposed to the Omni light, which is what Everywhere has a particular direction that it's Amy, N and O create shadows and. 57. Adding Rectangular Lights: A rectangular light. Start to looking at lights that you would see. Like you're creating the model. Essentially going to treat your your location, your links, and your width. Right now it's on the ground. What I can do is move it a little bit, lifted up ideas. You don't see the light, but you see the effect of it. For instance, by just wanted to highlight on element in the drawing. Go ahead and just create a retain their light. So it does create this little spotlight effect. So maybe I would pull it off, but I don't want to get too close. But the idea is it could truly accentuates one of the lights that I've created. So even like I'm putting it on the inside, it's opposed to how it was before. Now, you can add a little boost to the lighting elements. And actually we get the right viewport. So let's start that again. We have a little boost to those lights that are in the model. If we want to bring it outside, again. Maybe we can even come back and go to our side view and rotate. It tells you the direction it's facing. N and b have the option, of course, to reduce the shadows a little bit. But I'm going to render this. You see, this really just blows up that area so it's situated, but you don't see the lights. Just a way to play with light ray targeted way. 58. Adding Linear Lights: Now we're going to add a linear light. So one thing to put with linear light is maybe we want to put a light that's going to go into maybe looking at our perspective. We want, I like to call on the edge of our strip of elements here. We can just put that right here. Let's pull that down. And what that would do is as we go into rendering, will just make a little focus of the light in that area now sits at the top. You really don't see too much. Go ahead and copy that to a lower position. Push it more outside of the space. And now we'll render it. So you see that impact. And so it has this little glow along that edge. You're still you can see it's actually making a little bit of a impact. So you can see it's reflecting. So that's a way to surely add something. So modeling to show where light is coming from and we're going to add another one just to also just show that over in effect, create a linear light. Something to go along this edge does come off a little bit. Go back in here and see we're sort of just accentuating for that lighting sources, like glowing along the edge. So there's different ways of accentuating lights and the model. 59. Environment Settings and Context : Now that we've added some lights to the model, it's important to now just start to see how to work on the environment. In addition, we also can, of course, work on some of the lights that are in the model. How they coming out for our render, what we're going to first do, we have our render here, we see that are we have a ground plane. And I set the ground plane option, but it's just doing irregular material. What I wanna do is come in and make sure it's gonna be the same material as my plastic material for the ground. What I'm gonna do is I'm just call this ground so that I know what layer it is. Then I'm gonna go back to the render properties, come in and where I've clicked on ground plane, I'm going to make sure to select that material. So this is material and the model. So we get to, we get to just sort of set it up here. Or we can click here and get, find it from the model. Okay? So now I've clicked that, I'm going to click, Okay. Now when I press Render, that allows it to have an infinite plane comes from here. That's really useful. So it won't just have this random cutoff at a rec, rectangle. So after figuring out that part, we have lights. We want to do something for the background. So again, there's the option of a solid color, or I can start working with environment. So let's go into the environment or environment editor. Within the editor, we have rhinos chi, which when we've had is the background. We could come in here and click this little bottom arrow. And there's some options for this rhino sky. Or we could go and change it. So it has its particular background image. And as the protraction has options for how intense it is if it's rotated. But let's go ahead and check out some other ones. To go and check out these other ones, I can just simply right-click this one, delete one that's there. And we can click in here, go to basic environment. Either change some settings to make sure it's place. When a click and basic environment click at more types. Then it's going to actually take us to the folder for rendered contents. We're going to just start off with simple and to see what these are, it happens that you'll have to really test it out to see what result we will have. Let it load. So now we will just render just to see how is it showing it. And the option is not yet set up in our options. So we're gonna go back to our render properties and make sure it's set of solid color. We're using 360 environment. We'll click Okay, when you click Render again. And now we're both seeing the effect of that color. And when we just use the RGB channel, we're going to have the opportunity to see it. So right now we don't see it. We'll make sure we have the setup all the right options. So we go back into our render properties and then come back and I'm going to make sure it's not a transparent background. And click Okay. We'll render again. Now you're seeing some of this background here. So it's not a live render. So what I have to play around with it too. You have to play around with it to see, but you can see what. You won't see it in this window, but you can see what you'd see in this window. If it's not the one you want, you can always just come in here. Click on More types, go back to import. We choose another one. So now we chose an airport deck. We're letting it load in. And so you see the type of background you would get those here. And you also have some options. Maybe if it's going to be maybe on a patio, let that load. So you could just say, Look, this will look, it's out here in this space. Let's go ahead and render. And so you just have that background. Any sort of say, Hey, look, maybe it was like right over here or something. And it has the infinite plane going down. And you can sort of see, see it. So maybe you lower your level. No one looked down. I'm actually going to close that lower LDL, but you see what would happen if it has a little lower. Again, it's having a this a little bit of a challenge. I'm clicking my right button again for rotating around in here and orbiting. Well, of course we can change the angle, change what shows up in our render window. And so this definitely takes some getting used to. You have to play around with it to get the desired result. When they go ahead and just switch it more to a sky that basic instead of some of these smaller ones. So rhino sky is more basic. You also can download different ones like this. And I click Open. And these are HDR maps. In HDR maps, this literally means it's really high, high density, high quality recording. And you just again, you would just look at it from here to find out, is it doing the type of thing you want is you want to see the options for the benign. You click on it and go back to the settings here. I haven't used this too much because obviously, like some of these are like not that great for the general type of render. Like the question is like how you really needed to have all this? You can actually obviously create your background. And then another program or like, like Photoshop. But if you're just trying to get something basic quick, this has some options. Now, here's, here's gonna be like a little bit of a hindrance. Want, if you're doing like buildings, this would work better when you have like something like this. This is, again, this is like the random location within the city. So that makes it a little challenging. And will work again to find out essentially going through here is really then effective for me to find like a good render. I think that's why a lot of people just do this in Photoshop because of all the stuff that's here. But what we're going to use instead of this environment type is rationally, is more of a basic environment. Instead of instead of these, because it's like looking at how this renders out. The model is really like I'm not really what I'm looking for. So we're gonna go ahead and delete this. We have 0 right now, which is this basic environment and there's nothing there. We just have the ability to maybe do a setting. So if we want to do like a sky, we can always be finding something. If we wanted to do something like this, like liquid background. You can sort of see that's what we'd come up with. If we want it to go ahead and download the sky to be 60. In V, we could be looking. And maybe Google would give us something where we could find, find it and we can see how this show up in our model. So I just go ahead and save this. This is basic sky and light came back over here. Copy that into my project location. For my downloads. I could come back. And in my background image. Click back here. Choose a location to just copy that in. Choosing that sky, Let's watch it as it goes in. So you see it's pretty dark. So if I actually click in here, have the ability to adjust the color a little bit. In terms of multiplying and saturated. If I'm adding gamma. Again, this is might be some tough image editing. So be mindful that it might take some time. So let's give it time to edit. So yeah, so now this is a little brighter because it's not a perfect 360 is you'll see distortion. So again, works for some angles, but not for all angles. Let's go ahead and see what it does with this angle here. So you can see it works in some. But you will you will be looking for specifically a rhino ENV. If you're trying to. Find more specific, more specific ones. And rhino does offer some of these. And their Wiki. You find that they actually look like this, then looking like a regular image. And so some of these also for V Ray, it'd be mindful about those quality levels. And again, the formatting is one thing you have to work on. Specifically. There's some different definitions for how rhino operates its maps here. So let you fund which one will work the best for what you're trying to do. That I'm pretty sure that this is the style that rhino really, really uses. It doesn't use just obscene looking up. It used the edges for sure are the things that have to match up. If I were to save this one, then that would be the one I would be using. So I will just be coming back in here and loading that. Does choosing that location for the map actually, you can in your background so to see what's happening. And if you see stuff like this, you see it's not really perfectly adjusted. And that's one of the challenges. The mapping might not be automatic. Maybe you have to come in here. And so this set of its spherical. There you go. Use fear co-option is definitely the one that matches for this one only. There's a little scene. So either you did just that in Photoshop or you'd come back to edit that. But in general, it's obviously better off as you figure that out for the setting. And it's like go back in here. Again. We can go back down here. Already have added the gain if we added up again below brighter. So we'll come back in here and click Render. You could do this with the maps that are in Rhino as well. You don't have to just do it. You see this one right here. You can do it in that as well. And you can come back also in terms of figuring out the scale. We don't really want any repeating. And that'll be one of our challenges again, like you get a bigger size. You maybe you're saying if the particular cell that you want to have rendered, you'll adjust it based on that. I'm going to come back actually in here and change this image. I think back to the main of the Environment tab. Click on here. See the three buttons. And we actually want to try it one more time to get a good ground, ENV map. Ground. We were going to be something that's gonna be spherical and on both sides it'd be matching. And so that's part of your search. And it's definitely got to be a little challenge. Background, sky map, rural. That'll keep from having too much stuff. Maybe if you put that spherical so it can be matching. Okay, so this one's a good one. It's HDRI specialist guys. So we'll go ahead and just copy this image, save that image and this squared and put that into our folder. And now they already have the setting, set it up already. I think that's a good environment. We'll go ahead and now we'll render. And that should be a much better composite for what we're looking for. Again, it's not each high-res be the only challenge. And if you go back, maybe the image from the download is not the highest risk possible. You might just come in here and try to find out if you can get a super high res. And one way you find that, of course it's going into your options, google and make sure you're looking for very large file. And actually whereas even this is saying it's 1900, you might need something that's it'd be 2000s. Also make sure that it's not gonna be gonna be tiny in terms of when you, when you are going into it. So this is gonna be definitely one of your jobs in finding these maps. Make sure they're going to come out well. But one thing we can do to supplement that is for sure maybe to sharpen that. And in your program that you're going to use, even what we can do is even just become back out and rotate that a little bit. That might be one way we can, of course, avoid having it overtake too much from from what we're looking at. Because that's definitely going to be affecting how that looks. The end of the day. And so some of the options for rotating Earth depends on the type of map. So maybe even just you offset it. That's that'll be one of your limitations. I think. We hear can also choose how we're going to adjust what's gonna be looking at. But, you know, it's, it's it's something that we can live with. We just adjust that to a little higher one. 60. Finding Textures With SketchUp Texture Club: One great resource for textures such as the sky is this ketchup texture club. I actually have a Pro account. One reason is obviously it's harder to get some of the high res, textures once you have that, they have a lot of great ones in general. But essentially when you're trying to do something like a sky or even any of the materials really, you'd need something that's pretty high res. So scroll down on this site and go to their backgrounds and landscape. And here they have a cloud background. I'm going to choose something like move a bit of a more rural click on nature. And it gives you some options for where to go. So let's hit countryside and hills. And one critical thing is of course, to make sure that it's now it's out in nature just that it's not having too many conflicting elements. This is 1600 by 901. You look into the file, you say, hey, look if this was in the background, it'd be fine for my model. I think it does. So this also offers download for free users, but only at that scale. So this scale is obviously pretty good for a few 100 by 3,008. Okay, So I'm going to go into the model and here actually click on the three buttons. And I'm Leyla, go ahead and extract this file or this be included in the project. You go inside of here and you select that. You wait for it to load. All the settings are set up for that. But I'll go into them. It's pretty big file as it probably needs to be, so it's not going to be blurry when it renders out. And of course it takes a little time to process it for sure. It's similar immediately, a little bit low. So we're gonna go in here and offset it up. A little bit. Sizes for all, makes sure it needs a little longer to do adjustments. 61. Background Settings Textures: What you see in this example is a background for the Rhino file. So I just loaded a background set at a low angle. What I did was I went to my environment's tab. Environments can be accessed, we're going to render and going through the environment editor. And in the environment editor, which you can do is you can go ahead and choose what type of backgrounds would be in your environment for your model. Now, I just did sort of a custom background environment where I just went in, chose a Environment image by clicking on the three dots, I chose this lower image here and I adjust the file. What you'll see is it needs to be like a wide file that's sort of continuous. You see the same is not perfect here. But you actually can come in, rotate that in your texture mapping and made sure that select spiracle as environment map and also lightened the gamma a little brighter. Essentially, what that's gonna do is allow me when I'm looking at the model that can be changing the angle. And I can right-click, and this is right-click to sort of see what I get from the model. And it's producing a good result for me. I'm going to go ahead and just leave that in the close that. And we'll just choose a different angle. Now, we go up a little bit and click on Render. You can see we have a little bit of extra stuff in the background, so maybe we'll adjust it if we're adjusting the view so we can not have too much. And that'll be really simple. We just go back to the environment editor. I was thinking. Be good to just play around with the background, so be proper for the angle that you use. I just did that. So let's see what we have here. That's a little bit higher in the sky. And so the idea is that it's not supposed to be too much. So that's one of the little challenges for working with environment maps. For this benefit of the sky. That actually works really well. Even over here, you can see a lot of the smaller elements you can't really see. So it's not really providing or causing a problem. So this is a very simple way of working with environment maps. There are some environment maps from rhino that you can look in there, render content folder. A lot of these are not really serious. But you can always just load them and then take a look around to see what type of image they provide. You might want to go and actually go and click on the image and increase the gamma so that it's not too dark. The dorsal have it's low-res you man, I don't want it too bright. As you enter this one, you will see maybe textured background. 62. Introduction Editing Light Settings: So one great thing that we have in Rhino is the ability to edit the lights that we're making right now you see a spotlight. I did a section box of the model wherein render mode. So we're going to start this little by little. When looking at all the windows. And I'm going to look down. We have another clipping plane here. And I have a spotlight and a light inside of this space. Now, in the render options, we have this ability to edit light in a variety of ways. So I'm going to click Edit light by looking. It tells me to select the light. And one thing it does is I click it again. It's easy to go off, is I can move my right mouse arrow. Alright, As button. And it will actually change the location of the spotlight, which is great because it's like I can tell it where to focus essentially. And so that's a great way to control where your spot it's looking. You click anywhere else it will go off. The next way is to edit light by highlight. This is a little more calm plex because it's focused on the surface. So if I click on that surface and I click the Highlight location, maybe it's adore. You see that the light is gotten really big to focus on that small thing. So it's a little more advanced, more exterior uses, I'm going to undo that light position. The next is the set spotlight to view. We actually can make this view from here. Now you see it's actually gotten even outside because this camera is based outside. You can see the location of the camera right here. So what I would have wanted to do, I was inside, I could say maybe get a little closer in like this and do that. Same effect says spotlight the view. Just make sure to click on that view. And then OB and a location and just make sure that we're in the right view and it's doing that. Okay, Right here. Split lot spotlight to make match the active view. And unfortunately it is with the view is outside of the spotlight. So one way to get around that might be to use wireframe mode. You can see that spotlight. They see it's changed. So that final spotlight option is where we actually can be anywhere on the drawing. And if I click Set view to spotlight, I can just go here. I see immediately what is being focused on. That's a great way to just make sure your spotlight to doing what you want them to do. 63. Setting Up Texture Maps: One important thing that we can do in Rhino is ability to use texture maps. Currently, I modeled had a floor. And because of the floor and Patty or intersecting, what I started to do is go ahead and just really trim the footprint from the floor. So I want to trim that right now using the trim command. Cutting objects. I use the rectangle, the building than I from that building because I want to have my object solid. I'm going go ahead and also trim that elements. So now we have a, we still have a solid box and I can just join those into a close poly surface. So now showing everything in the model and then turn off my construction lines. You see? I have my interior and so there's no floor currently. And that's of course, that can be problematic. Unless I create a floral layer. And then I'm going to have a floor texture and touched for some of these elements, also want to create a pool. When to do it simple, little by little. I wanted to go ahead and put floor here. We're going to create a solid and we'll just be going from that corner to this corner and come down six inches. Just make sure that's on the floor layer, the four layer. So right now our show, we have our interior here. That's for a walkway. What I've done is I've looked inside the collection for right now if you go to Custom. And actually you could actually just use more types to go to their library. You go to import and architectural. They have a lot of floor types. Went to the light gray polished for the exterior. And so I actually put this in the model, so that's what this is right now. And ideas. We can edit several things about this. We can add it. How class here it is. We can make it in an eyeglass, very matte. We can have it very glossy and reflective. We can have it very effective. Depends on, of course you render, you see a lot more detail. And we also can choose a transparency. So there's a lot of effects you not here, as well as the bump map opportunity. So this typically isn't, wasn't included here. There are texture packs where you can have a bump. But what things someone might do is go in and use one of these and turn it black and white to get if we wanted to do that. But for terrazzo, we want to know generally smooth, but that's an option there. And everything we could just press OK. We can come here to the Texture Editor. And the texture, you'll see the backgrounds, some of the textures and the model. That's the terrazzo light gray. And you have essentially similar options only. Here it talks about how the material will fit. No. Is it going to be environment or it's a box is going to bark, so it's fine for me. We aren't changing any of the multipliers as well, but we can also change some of the texture here. So that's how you work with textures. Within rhinos material libraries. You also have the ability to merge identical materials just in case you've duplicated a lot within the project. 64. Additional Rendering Settings: I just wanted to talk about some of the last elements that you have the ability to Rendering menu. We always can show this A-Frame. A-frame will show you what exactly is going to render. So if I select it more to like a box by box, like eight hundred, eight hundred, it would actually show that box here. And we'll just go to the properties. Play around with that. If we went to lock is all we wanted to do custom and I said 800 by 800. You see that? Go ahead and change right here. So we have also settings for safe frame where we can say now which lies we want to show you and show grids, etc. You change your camera with that in mind. And those are the settings that you have in your render menu. 65. Libraries Panel: The library's option is another option in your Properties and panels and your mentor panels. Libraries gives you the ability to bring elements straight into your model, including objects like textures. For instance, if I write here, it actually starts in the render cut that menu. If I wanted to choose a variety of materials like environments, or if I would choose architectural, more floors, simply could just come and drag it into the model. And it would immediately be applied. And I could go, of course, my properties in my material. It can be dealing with anything to set that up so it shows right? And of course, you know, this means they will not have the layer material. So it's something to of course notice because obviously before a lot of times people will do material bi-layer, this is gonna be by object. So that's something to also make use of. Them. Speed up your workflow. 66. Chapter 6: Advanced Views and Animations In Rhino: It has a lot of great tools for modeling and also some great tools for animation. We're going to look at some tools for animation and view setup in Rhino so that you can get your models out and see a new side of them visually in time. 67. Setting Up Revolve and Sun Animations In Rhino: Making animations in Grasshopper is another cool nifty thing that you could do. I'm gonna go ahead and start the animation with the desired view. I'm going to zoom extents. And I'm actually going to not choose a zooming window to do little rotating towards where the center is. If this Senate you want is that they are currently, you can move it to get to that center. Essentially, you can use your little mouse pad to rotate around. And by doing that, we can also from the properties when you create a camera. And we'll go to our named views. Now we're going to call this new view camera or animations perspective. Okay? And so what happens for animations is essentially the automated minus of the catering, the frame-by-frame. It's going to pretty much go from the rendering tools. This little set where you can have the ability to select a type of animation if it's changing of the day. If it's a fly through animation where you moving or if it's a path animation, we move it along with the under 60 rotation that right now I wanted to start with a simple 100 frames. So I've used the basic option for that turntable animation is pretty much going to spin all around. And I'm going to click Okay, and you see the option here is wireframe. So that's, that's one of the ways we're going to go. I also have the option of making that shaded or rendered or architect. Our perspective. I do now is I also have option to the render options as well. Now, that's going to be this perspective. And the name is it sit there. Now? That's just for setting it up. If you want to see how it's going to look. You can just press Play. You see? If you want to start it again, you will just go back here. Say anticlockwise plus. Okay. You see it go the other way. Now that's pretty fast. The note is, if you save it for a longer length, it will definitely take longer to render. So, but it does do that. Nice little look. So what we're gonna do now we want to record. I just show you this other option. If you want to stop, play that, you can pull this out, you know, start it and then just move little by little. And for recording at Judas, press the record button. And when you have the options here, you find out where you can store it right now it's using the animation folder. I can always just make a new one. And with that folder selected, I can just run animation and let it go. And just have the precedent or start recording. And it's going to be rendering each of those views just as the viewport is. We want to have a specific exporting Animation. Be mindful. What this is doing currently is exporting jpegs of each of these frames. But again, do you see the nice animation quality of it? We'll really get a real perspective. And to what type of architecture you're rendering. And when we're finished with that, we can choose how to open the file. So if you use Microsoft Edge, click Okay. And I can just play that. Though. You can also use a program like After Effects or Premiere to load it. But it's a very smooth and nice animation. For a few other types of automations. We want to set up. Perhaps a son study. One for sure. Turn the sun on the, had a chance to see where the location of the project set it to a particular address. Now I want to say it's in Little Rock. Click Okay. And you'd say, What is the start time, What's n time? That's fine for me. Also, the minutes per between frames. Essentially just mine. This is 12th, our render. That's synched. You're going to be two frames for our beaches, a smaller family life, better. You can export to Bitmap, PNG, TIF, similar options. And I'm so interested. Little nicer look. So render folder would take a lot of time. So I'm just gonna go ahead to render preview. And it will be that animation perspective. And I think we're fine. Go ahead. Click Okay. And it's going to be the same as before all lamina use Preview animation. Make sure to look at the sunset and my son is on. The setting is not always saying too much. I think I'm gonna go march is shaded or rendered for you. We're going to see what's happening with the sun. And what you can do now is it's not really showing too much of that. Check it for your settings. 66. Just try to just render directly. And I'm just going to come back here. I'll call this one. And then some will just go ahead and try this. 11 of the challenges is it makes sure that proper renderer is set up. So I want to change the renderer here. Choose rhino render. I'm going to start that again. Play the animation. Later. She's still get it started. The right location. And each of the frames is going to be rendered. Pretty much going to go a little bit by bit. So it will take its time, but ideas, they'll take your render settings. It'll be going into there. The great thing about this, again, this is only gonna go, period, you've said. So sometimes this is more. Does it have to be fast? Of course, you can change that setting from 30 minutes to 15 minutes to one minute so you can get a pretty smooth animation if you'd like. Some programs don't offer that much flexibility and control. And it's also very simple render, even showing my lines. So I can always come back and change it, but I'll leave that there for now. So you just take a look at everything. So you see that we're doing 13. So getting our 12 hours is going to be multiplied top four, excuse me, 48 clips. So I'm going to go ahead and stop and show you the end product. 68. Final Sun Animation: And now this is the final animation. Make sure to set your renders, sizing your frame buffer, or render options. But this one is set to a little bit of a lower one. Made it render a lot quicker. But essentially it's six AM to six PM. You have some options here and you've got of course, go where these photos are. So toward and you can locate them to put into After Effects composition ourselves. 69. Chapter 7: Intro To Grasshopper Part I: One thing that you can do with Rhino is also the ability to use Grasshopper for parametric design tools that's essentially scripting are allowing you to code elements for your design. What I want to do is I'm going to go ahead and hide some other geometry and we're going to create a layer for this clipping plane. And high that. And we're going to look and load Grasshopper. You can find a link to grasshopper, ah, sort of in the more developed tools. The standard tab right here. You also have options just to play a Grasshopper script or work on a plug-in or a Script compiler. I'm just going to launch grasshopper. We've launched grasshopper here. And essentially what it is is pretty much an engine and it's a visual coding for working in your model. And it has some previous codes that I've created. I'll talk about the interface. This is of course the grasshopper window. You can close it or open it up and you have the ability to use the File menu to open Previous clips of grasshopper you're going to open. These are called scripts, that are called GH scripts. So export images of the canvas. And this is the Canvas. As soon as you start, if you want to say, I will click this and I'll talk about panel first because panel helps you write notes about your project. Also, you can plug in information and essentially your processing inputs to code and then outputs. And you can do anything you can do really in Rhino. And you can do it on a bigger scale because you can set a different input and process it, then another input and process it. And so this view, it helps you operate how you're going to be looking at different things like the data you're working with. You also can work on the display for seeing how things will look. The geometry from Rhino comes in here and etc. And then you also can stop or start the computing of the different codes that are running. And you also can do things like bake selected. And also you have the Help menu for funny affirmation. A lot of these things can be done actually right on the canvas. We're going to start by looking at the geometry. Essentially any geometry, this, you'd make an runner you can make with grasshopper, but you have to plug it in. So now point is unique because if you say I'm going to set 1, you'll pick the point. And you'll see it in the canvas. If you want to pick something like a curve, you actually have to find the curve in the model. So I have one here. And now you see it's shown as green. Same thing happens if I wanted to come in here and choose a surface mine that a surface and the B-Raf are different objects. So just have that in mind. Be wrapped. If we select won't be Brett, could be maybe this there are this. The surface can be both Europe and a surface. So that's one of the ways that can be done. And that goes on and so forth for different types of objects. And also goes into geometry, catches and other types of elements. Some of them are a little more complex. When you get your basics, you can go into that. Also. You can see the link in my bio for grasshopper course. Perimeters are dealing with maybe like an on, off or number, like a text. I could set the text. That text could plug-in. And one thing that the panel has and you see on these also is a little, little dragging that little circle. And your item can always plug into a panel. And to unplug, you can press Control. Do that same path. And so you can always right-click and you could choose things too like the way you display it. You can choose multiple objects. Right-click over the empty space. You turn the preview off. You'll disable the commands or enable them. You also have the option to bake them, which is pretty much duplicating them. He could bring them into the model. You also have the ability to group them or cluster. And that's where you make into one. So it's a nice little absorbing and you can always edit the cluster of things that were in there. And we can always just close that. This garden clubs. Plus there is definitely a more advanced set up. But after that, you also have the ability to recompute if something has changed and that's more for bigger functions. You can lock the solver as well. That's if you've done a different item. But in addition to text, of course there's, there's numbers. And we also have things like colors or matrix. The color also be dealt with and some of our inputs. So we set that number, maybe ten. So it's easier to change like that. With our inputs, we can use things like maybe a number slider button where we can change the value. We also can right-click and change that range here. So we put like ten here. Change that click. Okay. We also can make this difficult type. And you will look at the particular types, settings and each one. So that all to introduce. And we use something like a panel to find out what's going on inside of there. Goes up and down. Beyond that, I guess there are some other types of pickers where you can get different types of information. You can create a list, you can create a multi-dimensional slider. So it also can import different types of data and what you import can be processed and any of the functions within grasshopper. Now, so you have some other types of more advanced options. I would say start with a more simple items and then you can move on scribbles, useful. Scribble is just essentially just writing texts in your model. 70. V-Ray For Rhino Cosmos + Realtime Vision Rendering: One of the great things that you can do with Rhino in your rendering is also using the application V Ray. Ray. I'll open up the menu bar is another type of Renderer. Scroll right down. Like it's a big red bar at the top. But I should have all their little menu box. Usually it lets you do rendering different types of geometry including different and distinct with your model also effects like grass or scatter objects as you bring them proxies. And that's where you have like little baby cars, people, trees. You also have like some utility to objects. Also you can create lights because somites and also you can just control any of your renders, is a big fat very menu, which is up here. But it's the same sort of, sort of putting all these in one place. Let's take a look. So the basis of V Ray is it's a plug-in. And if you've used earlier version, it has changed recently. I'm gonna go ahead and change. Just like the compact one, the big one at the top. So what I've started here has created a little object and I'm going to turn this into watching and re, re, pretty much, I'm going to render this scene. And the first thing I'm gonna do is make sure that we were set up as the current renderer. And it is the viewer menu, which has the same commands as the blood near. Starts off where we were a Asset Editor, where we can assign materials, we can create lights. We can now work on creative types, geometry or winter elements. Also, we can work with textures. Here. We click the left side. The ability to add any type of material that sort of built-in from the way sets. For instance, if I want this object here, I'll make a few of these for different types of materials. I can select these. And I could maybe say I want to use this texture I'd right-click and add to or apply to selection or anthracene. Now I can see that in here. And I could do that with any of these other materials. Just click there. And we're going to add to this selection. I can also add anything to the scene and later apply that to this election, or I can apply to the layer. And we also have the ability to create emissive things like light's going to apply that to selection as well. So you can't see right now because it's nothing has been rendered. I will show a little bit about the editor for the attributes for each of the material. Pretty much any material you select. You can work on materials from now it looks diffuse. Reflection, refraction. You can also add more layers to it for as you make it more like a metal, more massive. Or you could add attributes which you'd hope you specify certain properties. Just like she will override the material you want to add extra ID to be exported out. If you want to add lines and contours. With translucency, you can add it right there. We've had those. But add a simple light to the model. And it's also very simple process. You just take, you put an object in the object in the model. Like if I wanted to create a sphere to place it. And setting up my screen a little bit before going through, I'm going to create an infinite plane. Infinite plane means you won't see anything but a horizon. You want to like the edge of something. Another place. All those items in there, though too. Now, from the Asset Editor to the settings, I can choose the renderer, the quality, and different elements about rendering. For instance, for this animation, the output type of environment for want to overwrite the environment. Material here are for when to use swarm for Cloud rendering also have different other options for the remembered for images, the illumination and other features. If I want to turn the lines, click on Contours and I can denoise it as this too much. Here. I wouldn't go and just render what we have here. Close all these. I'm just going to keep it simple. This is now the V wave frame buffer where you render exactly what is in the view and it renders it cut off to the particular scale. But as you can see, it's obviously very nice quality render. This is very small, but if you make it bigger, it'll course will adapt and adjust. You also have some other options here, like the right and left side here that you would open to close. This has the history. This right side has. But we can start to do sort of post-processing on the model. For instance, if I wanted to work on different colors, maybe the curves rather the model looks double-click here and be changing that. And that would be something I could export by clicking on the Save button. And I can just save that. Now, whichever folder I want it to do. This extra probably come into simple folder. And I can just put a name here. And I would save that out. So I can also add different lens effects. I wanted for the glow of light or something in the model. Okay, so that's it simply, you would get a render out if you want to use interactive render that lets you sort of wash that viewport real-time, Excel the lights and everything. So be careful we have a large model that will take longer. And then you have the option of course still. So two, if you do some regular vendor, you can select an area of their model to just render that one bit if it changes the color, move this. And I actually will then turn to her and tried to render to met Augustine would rather do just the regular winter. Will just show that change. So it's all pretty intuitive. Just have to get used to this bar going in and out. With this being close and open. Zach finishes bearing it. One way to make your renders go faster, obviously, if you're working on bigger work, is to use the veery swarm, swarm wall. Pretty much be working through a claim to network. Though it's pretty, pretty cool. Baffle. 71. V-Ray For Rhino, Asset Editor, Interactive Rendering: Currently you see in the model several different objects loaded from the ray Cosmos. You see, you're not going to see them as it will be seen in re, re because the rendering is not yet done. So you just see like what's called a proxy where it's a low resolution. The final image, but there are people, materials, vegetation, accessories, HER maps, architecture, which vehicles, lining and furniture. And of course you will see them when you actually keep it on shaded because wireframe doesn't show these proxies. But if you will, for sure, go into your render interactive, you will have the ability to sort of experience. These are the people that you're having, your model. Alright? So you also have options for these. These are gonna be like in your model. You can use them with some of the features and the references. Scatter. Turn this off, for instance, viola scatter plane that I want to use. I'll just copy this. This plane. Scatter is a very interesting feature where you have the ability to make an object a scatter host. The VFB will be useful for this or the Asset Editor. So having scatter object here, and it's being applied here, we need to do is go into properties and add guests that we could use any other types of objects in in Rhino that are from the way. This is like a little scatter. I will just put 0.1. And if I go back into winter interactive, see like a cool new crowd of people. So that's a fundamental part of some of the functions of the ray. Another function is the function of grass, where if you have an object like this, I'll just use this. Again. Don't want to overload the objects. You can set that to be the way for object. And what you'd be doing is going back to here, I said editor and bringing in a grass from from your materials. So this is going to be like that for And it has like its properties as well. So you can do that same sort of winter interactive. To take a look at this graph. This is really growing fast because it's small. But essentially you see all the little pieces of grass there. These are all some really cool feature that you can do with Vireo and your architecture, the architecture model. You can always come back. And whereas in the previous V Ray versions, you have to turn off the contours and render out with lines. Now you can all do that and shred of the array. Whereas I turned on my contours. I render this view that the current view, you will see lines that were added and the settings for those can be determined right ear, right out of the line or even change it to a different color. Let that render, and I'll do the same thing. It will do the render. And then I'll outline. And we always have options here as well to remove the inner edges that will remove some of those very thick sets of of contours. Just really goes to the outside. So those are some fun features and other great fun feature. Can you get to the VF B, which is this frame buffer here. You can also choose to do different rendering types like you can also render in the Cloud if you have a Cloud account with V Ray and another great function or close, these are your animations here. Animations of course, being set up in Rhino. But I want to show you if you don't want to element, but you want to have something more real-time. You actually can do that with the ray vision. A vision loads. Your current view. Might take a couple minutes to load. Depending on the complexity of your model. But essentially everything you've loaded your for your other systems are loaded into V revision. Revision acts like a Enscape. You just navigate with your mouse and your keyboard. So you see all the little functions working, working in real-time there. And you can just move around. So right now it's this set here. There's also the option to link your camera to the model. For each link, the sun to the model. The ability to choose your color settings to settings for how you move through the model. You can save the particular file. If you have an animation setup, you're running from the model, you can save that. That's typically with some model. So here you can export the executable so people can actually load this and be playing that actual this. What you see, they'll see they can walk through it. So that's what you can do with your'e. Very, very cool. And it's real time. Now you can do middle mouse button to go around as well. Be really helps you get some advanced visuals. You just definitely have to work on anything you bring it to be ready, for instance, with materials or these people, you just have to work on the setting of it. This is just a light introduction. New check a page for more advanced courses. But it's a great part to Rhino just any model you have, you can just add people elements and just make it really a beautiful thing to work with. 72. Path Animations: Another cool way to get animations out of your run our projects is to use the path curve animation. The way to do that, we could just simply make sure that we have two curves. One is gonna be the camera curve, and what's gonna be the target curve. And what we can do is just say from random animation tools, set of paths animation and it gives us the option, choose the path curve and the target path. Then we can choose our normal animation options. And then just from our viewport selected, we just click Play. You see how this one is a little more unique because I could just be moving at a variety of places and ideas. I even have the option to sit maybe that side you're looking at it, it changes. So it all updates as you go. So that's very interesting to accomplish. Because of the timeframe that's sort of limited how much, but in general, you can see how you're trying to render and get ideas for your model. You can have simple paths that you go on. I'll show you another path. Of course. I could if I wanted to watch it building and move from another path that was comin be closer. I could do it that way as well. So way I'm sorry for that is maybe set up middle, middle, height. And so you know, it'd be coming back this direction. I just have to make sure I hit the right curve. So go to my path animation. And I'll say, I just want a simple camera. And Oh, look, you know, I, I've done this right here. We'll take a look at that. They'll probably go fast. Changed much. Yeah. So it's moving with the cameras. So essentially the line is going to be dried this way. So you can always add multiple paths that up when you choose a course to render, you can always run it to JPEG and using your own program. 73. Setting Up Views In Rhino: One important thing about Rhino is the ability to use, to really get really good views. And so this of course, is thinking really about 3D for all of my designs and I'll use this standard render. But I like to customize, especially when kinda get a sort of mood. I typically will come and make sure that I have for my viewport, I click on them like space. I really like the viewport of maybe 25 because it will show more perspective and you're doing a bigger view, it's much wider. I'm pretty much know, of course, basic with these elements here. But you want to save that view. I'm changing it up a little bit. You can always come back and click here and name views and you have your name views bar. But I'm going to save this as a new one. This is just respect to one, I'll say. And we have option of course also the deal with the aspect ratio or different widgets and ideas. You will get to always just come back here. So it's changes. But that's a really good one, especially for rendering tall things. We were trying to get more things in the frame. You also have the ability if you want to do more straight lines, to do two-point perspective. To poststrata is distorted when you were like looking down, but in general, it work as a keep your model straight. Whereas in perspective, you know, depends on how you're looking. You might see more here like this. This line is going in this direction versus going straight up. Two-point perspective is always going to have lines that go up. And it looks pretty normal until you get to do that. So relevant. Finally, there's the view of parallel. So parallel essentially, we knows you're seeing the actual length since everything has to scale. And so you can just simply get like maybe a diagrammatic view from here or say that you want to show your project. And you know, you're, you're not really trying to do too much other visual elements. That's a beautiful way to work with that view. So that it looks also, of course, you can do it nice for nicely renders. So if I want to actually come back and turn the arc, arc to go on, I could do that. And you also, of course, I've been doing these for, I've just been creating it a little, little random here. But we also have the option to create cameras from the view menu. So naturally start with simple. Start with camera. And we can work on a new one. 74. Axonometric Views: So for my, my diagram and this mode, I'm gonna go ahead and turn off my, my animation elements. Let's come back here. To these objects is off. Once you could do with something like a axonometric is you could very easily. Now if I wanted to say diagram, my model, let me show multiple versions. Just couldn't be using this to get that. And you could have them in succession. He also don't have to render it together. You can run them separately and then use another program. But the idea is you could be really using this to show what's going on. Even if you wanted to say, let me do an axonometric or something. Now you would say variable just for showing how different elements come together. Right now, the lines are not visible, so we have to work on that sort of thing. I can always just extrude it open if I wanted to have it like that. But this is just another way of just really viewing what you're doing. And again, you could zoom and you could save that view. That's what you could do it parallel. 75. Setting Up Cameras: Now, if we wanted to create cameras and Rhino, it's not too difficult. We have some options here from the side view menu where we have the ability to just place a target or just place the camera hadn't target. For instance, if I just want to place a target, I say elder. And we'd look here, you know, going to place my camera and my target, I'm going to right-click. And if I wanted to have a camera that was spot in the middle of this area and to focus on the house, I would do this. Now, the way it's looking is because it's currently set up to perspective. But as soon as I go into making this person, well, it was parallel. Now it's perspective. I'll do it this way. Things started to work a little bit differently. So we're going to start that just again, where I'm going to go. Right-click. Put my camera here and my target here. And so it's like directly move me there. And that's where they get a particular set of views. If I wanted to have things sort of centered, that would be really useful. Because I would just, using my camera is going to be here. My target is going to be here. And I could just be using simple tools to make sure that I'm still on screen or I can be manually changing the height or something. But having that nice center is going to be very valuable. You can customize that view. And also option two different things that we will look at. We could look at this texture or something. We could move in there as well. So we were trying to observe things and we could of course render that out. That's a useful way to just get your, get your model and your views setup. And of course again, you could always save your views on the name views command. You can restore one that you might have changed, you can copy them, can import views. So that's very useful if you're having a big project, someone might choose that. And you guys go and work at some of the views that you have in your model. You double-click them AP to cycle through those options also to update thumbnails are different ways to work with the ratio, and so on and so forth. Just to get the view that will help you express your project. 76. Intro To Grasshopper Part II: Some other math functions that we have available. This domains is not that difficult, but we can do knowing of the functions of grasshopper is gonna help you figure out how to use that matrix is definitely more advanced. Barely. Don't use that, but if you can use new type of work you're working with, maths are pretty basic. For instance, if my ten here, copy and you just kept by right clicking something could press Control C, Control C. You could do addition, very simple addition. And you see the result with a panel. This is a example of the function and this is actually the function as well. So it has its inputs where I dragged it in. And then as the output, you hover over the object, or even in this subject, by subject and you will see a value. And you also see a lot of information about the function that you have there. When you see the result, you can click on that over as well. And so this is really simple function. Now. The same for all of these operators. They do the same type of thing. And polynomials are a little more advanced. Of course. Take this little ten. Let's getting the cube. You just copy this move, this. You can also double-click on the canvas to create. That's something or any of the functions you can just double-click and search and you could find those. I have several plugins that are not included in normal grasshopper, so those can be found at food for Rhino and other sites. And pretty much beyond sort of like the sort of math functions are lots of scripting. Scripting is a more advanced thing. You can see my instructor. Were that paid? We'll talk about different grasshopper courses where you can learn how to do some more of these types. You can also work with time or trigonometric functions or various utilities. Sets has to deal with how we deal with arrays. So if I, I'm gonna go ahead and create a group out of these, when the group them. And I will also just click on that blank space, turn the preview off and make sure those are disabled. So you see they're not selected anymore in the model. If I wanted to select maybe a group of B reps, I get this double-click. Now I can just select multiple reps. Have a series here. So this is a different type of object set because now it's a list. So that's where we get to work with list, where we can actually start to bring in a list like this and use a number slider. And maybe we'll get to the max of this particular form. So we just use that and plugged it into four here, or is it 0 to four? Because 0 is one of the numbers. So 01234401234. And we just set it to be an integer. Now I'm just selecting the analytics. And it pretty much similar types of functions here in a little more advanced right here. Sequence is where you get to work on a list where you could say, and I can always just turn my preview off for those. And I can also turn on preview off for these. If I had a sequence or maybe I was taking off every second one or so. That can be doing that here. So you have this ability to modify and work with these. You also could do things like repeating data. I received the data. I can make multiples and multiples or repeat of this. Of course, you have to have a length. Now, whereas this will be five objects that can be duplicating it. This is a course. Still my set. So again, this is sometimes a little bit advanced, sort of working with these. But alas, I don't really use that patch. You also have the ability to work with sets and a unique sort of mathematical way. I don't use this too much often, but I'll just give you the character view of this. So this character in Texas and other tools that you could do, you work with trees. Trees are how you work with multi-dimensional objects. And finally, before we go to more geometry metrics, where we start with working with vectors. Vectors are just regular points. You can work with fields. That's how you work. With the, the points or the field. You can work with. Populate 23, That's very common one. And also you can create planes and deconstruct them here. You can create points and deconstruct them, work on things like closest point. That's also very valuable. And also to work with vectors and things like finding the direction that things go in. There are functions with curves analysis, we can see different formation about a curve. You can divide it. You cannot create curves from some points and you also can work on and create spines from points. And there are some utilities and this same setup of sort of analysis and utility, et cetera, is going to happen to meshes to the sub d. And you'll also have sub d will be found with your surfaces. And what you have in the last three sets. And these are the built-in tools. You have your intersect tab, where you have the ability to intersect geometry. So you can get, like if you intersect two lines, you can get a resultant line. I have the ability to do physical sort of intersect, intersect multiple things with one other thing here. And you also can intersect particular regions. Finally, in our transform is where we have the ability to maybe take an object that was in the screen and we can rotate it. We can move it. You can see that we've moved this up a little bit. And we can change that one by creating a vector. And again, I'm going to show you where you can start this. So I can, you have that basis of what to do? But you can construct a point connected with a slider and this is another way to make sliders. If you actually put a number, you could create a slaughter immediately. That's just a quick way to sort of Plugin one of these types of things. And you also have the ability to, in your Transform, do some more complex morphing like blends. So again, each of these are more advanced, but I'll show you. So you can have this in your mindset, will do an exercise for you find how to use this. I'm just getting started. Then finally, on display you have the ability to export and shows different things like colors. Like if I have a list of points. For instance, if I will take my list to be rep, that I have here. And if I wanted to, of course, name that I could just add that here. There's a B rep. I could always just copied out. And if I wanted to get the center of these boxes, they're not polygons. What I would probably do is a bounding box. And a bounding box is a function again. You can quickly put there and you could get different types of information about a box. You just click on, Get a properties of a box. Here, loves nicely, that gets you the box centers. Each of those. Again, if you want to turn this thing off, you could always go back to Group, right-click and disabled. And you can use your scribble label that this is transforms. Come down here. We're looking at this box properties and ideas, each of these little points is there over an object, actually could label those points. And the way that would really be done is by vector. We can pretty much turned his points to a point list that is already a list. And list is something that you will have to learn a little about as you're going and developing ideas. These points will have a size yet could just create a number here. Or I can also create number actually directly in the input. Like if I said one, maybe one would be too small. Maybe I could do ten. Now you see like a little bit larger, essentially that's where the number for that point is located. It because it's not wireframe, you can't really see it. But if I turn to wireframe, you see that I've labeled all the points. You can change the objects in a input from the object, from model. You by going down and clicking manage the collection where you can simply reorder things as well. Do that right in here. It's interesting how you can get that done. So that's the basic of interface. We're gonna do a short exercise, learning about Grasshopper. 77. Creating Voronoi Windows In Grasshopper: So I'm gonna go ahead and save this little demo Grasshopper Test. I can just click by saving document. Just say maybe test. I could just go and create a new document. Now you'll see on the right-hand side you see the name of the document. So I can go back to the previous one here. I'm going to zoom out of the canvas with the middle mouse button. Select miss but middle mouse button, if you have a code, you'd always click on different types of commands. There are some helps for viewing where you can view a selected. You also have the ability to sort of create sort of links in the model for it. So you can create a view and you can just sort of have various views within your model. And you can always go back to those that you've had set up already. For this one, I'm going to start with my panel. And I'm going to just make a Voronoi window. Pretty much have it basically set up in our model. What I'm going to use, I'm actually really going to base everything off of replacing these emollients a little bit in the model. I'm going to explode this surface. I don't exactly have to, but it's gonna be very useful for this model. I'm going to create a layer called GH, where I'll put my grasshopper window and also my grasshopper panel. Fix that. So now what I can do is just my different surfaces and I'll put one surface at a time. I'll set one surface. Now set the other surface, another surface. So it's simple. And we're going to make a one-off surface on this pattern. So the way we do it is we'd really be going from surface two vector. When you create populate 3D. Though this is sort of a plane because of the orientation. It's typically set to populate on one plane, on that great base plane or, or another. So the region that I'm going to use is the surface that I have here. And I already have a count, then also seed for randomization. And also I could have a single x the points. I'm gonna do this one. And I'm gonna do, show you that. The idea is you can do both of them at the same time by using shift and when you connect it, it gives control to separate for that. Essentially, we want to transcend the Voronoi. The form or function would be what I would use. Next. Voronoi. Something that's already set up in the functionality of, of working with meshes. And you can just simply create voronoi from your mesh command. And all it needs is the points. You see, the sort of surface, the mountains goes all the way out. And you really want to use the surface that you started with for that base for NOI. And one way to also simplify this as the creator sort of in-between surface. So I can always switch this because this object code, we need it in multiple functions. So it'll be needed here and also will be needed for my boundary. But the boundaries I supposed to be a rectangle. So the way to get the the surface bounding, We were just willing to do a sort of replacing of the rectangle that comes from this surface. That's a little bit of Ed Vance function. What you would do it is you would really just get the B-Raf edges. That's also sort of located really the surface where your dean those edges. And pretty much when I get those edges, they are going to be broken down into just 1111. I need to join them. So join us from the Curve menu. So that's essentially utility. We can join those curves, join those naked curves. And I'll bring this down low. And when those curves are joined, now I have a boundary that's a rectangle, and I'll stick that into my boundary. So we now have the boundary for that set of points. So what I can do with these little lines, and these are all really polygons. I could turn them into planar surfaces. And done with the surface menu, pretty much where we're able to use sort of a surface where we can either break those down or we could just go really from a curve. So using that boundary sets gives us one trim surface for each one of these. And what we can do as well is from these little polygons, we can also use pipes. Pipes are a so it's a tool in Rhino as well as off Renault. And essentially, you know, how we did with the volumes. You just take these curves and we come in here and unfortunately they take a long time to render. So that's why I tried to always reduce having too much of those. And sometimes they will like gold, but long, you'll have to maybe add a little bit later as well. We'll go back into grasshopper and make sure it's not lost. Because of this proper setup. This type of whatever we rotated, it should still be functional for us. We, if we plug in two, you can actually do both of them by way of being a group. And so that's a list. And so just be mindful of if something is going wanting twice that it's going to of course, take twice the time. That's my finished product there. And what I wanna do for this is I want to export these into different layers. You have pipes I could go ahead and export, and that's going to become rhino geometry. Because the grasshopper geometry closes when we close the request of a model. But I can go ahead and just export these to my pipe, to my GH panel and turn that into a big group. Then I will take my surfaces and to make those into windows, I'm going to bake them. And then choose the window. I'm going to make them a group. You also have some other options for decoration, display or different mode, but I'm going to leave them as is this the basic click. Okay, I'll save this document as Voronoi windows. And be mindful again, the plugins are sort of advanced. When you put your mouse over sort of input, it does give some insight. If you put the wrong type of inflammation in, you will get a note. For instance, if I just wanted this surface to go directly into the boundary, I would get an issue at my other side. And it's even like sort of still processing that big function will turn off pipe. We can avoid having too much trouble. That's another thing again, grasshoppers, sort of big. So be mindful of that. Make sure to jump back in the grasshopper. So they're a little bit, but it's red. And I'm going to turn off my pipe. It's red because the type of geometry that at one it is going to be a proper boundary rectangle. And some reason in this planet works, but this planet didn't. That's why I turned the B rep edge and do the join curve rectangle here. But if you have an issue with anything, It's good to know that you can click on a box above and I'll tell you says data convergent felt from surface directing. And that's the reason for this function right here. Let's play that back in. And you see it works fine. Okay? And again, when we save our function, we can either just close rhino grasshopper plugin and we're back to the main Rhino. You see the part that we bake it in the model. We can see it shaded and we can treat it just like any normal material. Of course, because it's a lot of geometry you would take a little time to render. But we get, of course, we won't even go into the rendered mode. We could turn our window into glass. There we have our nice ability to just watch that parametric design in a model. So another nifty tool in Rhino to your project. You can always see my links for more classes on Grasshopper script. 78. Chapter 8: Designing The Site: For this project, one of the things we wanna do is have a little better definition of site. I go from above, just sketch out something that we can use for our site. Right now we have just a little walkway around. We don't have a really adore. Get some of these other areas which you might in the future should maybe put here. So what I'll do is I'll just make a little outline for it. And I've organized my layers a little bit here. And I'm going to go ahead and just keep my things in architectural D layer. And I'll just delete this duplicate layer. Let me just keep some of my ideas. I'm going to have a layer just for drafting. And I'm gonna do a site sketch. And I'm going to go ahead and put this in here that the current layer, I'm gonna go ahead and just save as a site sketch. I want to do here is have a couple of little things going on in sight, but I'll make this layer here. Lastly, I just want to maybe use my infinite plane. However I want, I probably just also create little, slight plane. I want to create a pool that can relate. Sorry there. Wrong command. Want to create a pool that would relate to the drum, to the house, and that's 20 by 40. So if I do something that's 40 ft by 20 ft, comes out here and it has my locations and I'm just moving that down 20 ft. And the foreign move it out. Good, reasonable distance attempt to eat. Then I have that here. But also I do like this idea of having like this walk around area around the house. I continue something like that and I want to make sure that my project mode is on so everything is flat. If I do something where I'm got to be careful pressing buttons. 79. Modeling The Site: So for this site sketch, I have a area that I want for my pool when it's going to change the alias function to which are actually my settings. I can avoid pressing render all the time, I think are my aliases would go find that this is how you set up your, your aliases. And I want to do we're not worry. When I type in R that are maybe REF or as too little. I actually wanted to I see, put our silver that Ari, and we want to actually create a rectangle. Help us out really. Alright, so that's our setting for the alias click. Okay. The next time we put RE, it's going to help us draw rectangle. So I'm in project mode. I'm going to really start on my turn off my roof cap, my roof calves only that I go, that's out of the geometry. I'm going to make my rectangle here. And I'm going to go on my 40 ft by 20 ft up. And I'm going to just offset that this quick here. The offset. And I really want just like a five for perimeter though. I definitely want to likely maybe do some planting on one side of the house versus this walkway over the entirety of the house. I just wanted to get it started. And so what I would do here is also start to have this relate to this pool patio. And the pool patio could be a lot lower. And so I could do is come out here. So to say in my entropy in here that I would have maybe right in the middle of here, could be a walkway that comes down and 5 ft on both sides. Then maybe that would be coming in 3 ft. Since this is five, obviously that don't have too much space. So maybe even take this, even as I know that I'm not really trying to circle the entire t of the design. I'll take this and I'll move this out. 36 ". Like I said here. So now I have that as a full working space. And filet this, maybe I have this as a walking down to a little path. And if you know, if my site was coming down, I could, I would be able to sort of interface that element. I'm going to create my, my step here and it's 10 ft by, by 1 ft. So I have like a set of these that come down. Then I have a little bit of a patio here. Maybe this could be 10 ft by 10 ft. Just come back at this sort of adhere to that again, 10 ft by 10 ft. That can have this little path that might be five foot that will go along this path and that will come over here. And so my pool doesn't have to be that exactly height, but when I come in and they're just offset from that edge, 3 ft. And so this pool would be more like a 17 by 37. So I think just to have more maybe six-foot to deal with things like people who would use this. The pool and the chairs are just sorting. Chris, that you can take these out of the design right now. I'm saving the file. And I would be putting my my pathway again. It's coming down here and it would have the ability to walk from here. And I'm going to just offset that. I'll do as he's six foot in the center and just do this one as we have this this path is why do we keep that five-foot differentiator? 5 ft. This cupboard this and there'll be 30 " come back up, 30 " I'll make that a little darker so you can see the walk, the walkway idea is that again, this is a place where people could be enjoying this. I have an opportunity to create this. Maybe even we bring that wall in and just have that as a place now people could come out and they can enjoy. And we have like this, we have 12345 steps here. Either similar sort of stepping, stepping area right here. And just sort of show my idea for it. What's happening. Architecture, if we have like this come in right here, right? That people could actually be exiting out and coming out on here. And I'm going to be doing a similar thing right here. And I would just be doing maybe it's like a secondary stare at 1 ft by 5 ft. You could just simply be navigating down to the pool. So you have these multiple model ways and to make this more accessible to becoming in 24 ". So you have these multiple ways of getting down here. What I'm gonna do is I'm going to trim this, that in trim this here. And so we can go ahead and remove the previous set of sight dynamics. And we'll just be working with this sort of dynamic. We have this pool space for poor chairs. We can even look at that in 3D. Like the part that sort of not projected. We can go ahead and protect that to the C plane. Type. The code in here doesn't put objects. And even for sort of display sake, I can even generate a little bit of a set of contours that to demonstrate what would happen for the site. And sort of have my little bounding box to keep things one way. And so what I could do is saying, I really want this area to sort of be sloping down in. So I'm just clicking on this top one and I'm going to come up 6 ". Now it's come this one. Go down 6 ". And this could go down negative 12 ". This could go down negative 18 ". And this could go down on negative 24. ". What should we do with these? And I'm just making a temporary typography. Don't know. I'll make a new layer called a, just a slight 3D. And I'll just put my topo lines, contours. Select these, change these here. Then I'll just make a layer for my typography. And the way I create a topography is by using the command patch. I'm using all these curves and I'm setting a decent size zero point spacing to UV spends 25 times five difference of this amount. Preview that. And so you see it's coming down to that amount and they won't overlap the site too much. Obviously, it's I want it to be lower than the site, except those that topography will be in this layer. So what we could do now is I'm fine with sort of leaving it. It's coming down for me. Now. It helps me when I started thinking about taking these surfaces and pushing them, this surface I could come down, keep that solid. I'm just shooting that curve. Here's my function p. For that. We're going to make sure that it's solid and press S and we come down foot. And now just to create my stairs. And one of the ways they'll do my stairs to simplify as a, I don't want to just shoot a little blocks that, but I'd rather like a little nice little pattern. And so what I'm gonna do is each one of them is coming down maybe 4 ". I'm going to turn my snap back on. Just be clicking this. Come down four. I'll turn my ortho on this coming down for clicking this coming down, for this coming down 4 ". In this coming down 4 ". And I'm pretty much done with it. This come up a little bit 4 " while the top. So take this and you don't have to really do that connection actually, I'll just lower it on. Remember to lower it. I've made these very shallow step, so more of a design aesthetic here. Come over here, come on down 12 " and connect this with here. Going to join that. Now, one thing I wanna do is of course fillet this final edge here. So that's gonna be my profile from I stare bit thicker. I want to bring it back up, come up 6 ". What I'm gonna do now is just rotate that 90 degrees. And so there's, the gimbal tool is very useful because of its ease and sort of navigating everything. But I'm now going to turn off my project to locate that's there. I'm using that point. But you see I have my area where I want my pattern to be in. I see that based on my side divisions, this doesn't need to go that deep. So I'm fine to just very simply, even as all my sketches going out to LA, I want to be over this side. Maybe I'll start my steps here. And maybe this is going to be the location of my pool sought out. So that's not too hard when I hide this surface. Essentially I'm saying that I want to sort of get rid of this particular element. I show it all, you'll see what I'm talking about. So I want to maybe have this as a solid walk in. They could do that. And so it would, should be doing this and pull that up with the perpendicular. This point that I don't need, I can delete it. Now. It's simple walkway that started and this is where I'm now pulling down that pool patio and want to make sure I'm hitting the right point as well. If I want to say again, this is a pool, I can start to show a little bit the structure underneath the offset, about six inch, that'll help the poor wall. I could also come down afterwards, go down there with 5 ft for my poll. But I could start at the top of this and just come down on 24 ". Just me not shown too much, going too much into detail for everything. This one actually is a little bit higher because obviously did not lower, but it doesn't matter. I'm in, come on down and pull it down. Right? And I can use a Boolean function, Boolean difference. I subtract this from here. And what I can do again, because my walls go down a little lower than this. It's where I can be taking these and going down 5 ft and can be placing that a little lower and just make sure that it hits that perpendicular. Turn off the near. Because I definitely want to be more precise with this. We can just measure, find that distance that we're going down to the precise 1 ft That's downed 1 ft through and just come down here. Now, what I'm gonna do is I'm going to copy it the pace and I'm gonna subtract it. And actually I'm going to subtract it a little bit lower than the patio because I would say that would be like a different material. Right. So I'm gonna come down negative 6 " for both my copy and the original six. And I'm going to subtract or do a Boolean difference. We subtract this or keep this going. So we're going to subtract from here when I use this piece right now, that little shell and we're going to put that wall there. What I'm also gonna do then I'm going to take this now. I'll just copy that too. Should we get even copy this base here and just take that base and come down 12 ", right? So now we have this site little walkway to the pool and we're going to do is come over here and have this walkway. Do like this secondary, secondary set. So this one we can develop, again, that's similar way. We just come and now we have like a little clearer idea of how far we're getting. And I can even just start with this. And I also, again, you're not limited to what we're doing here is a, go ahead and close this. The join it. Close that curve. A little bit problematic here. Join these, I want to close it. Take that point and move it to this edge again where our project. So we don't have to worry about things getting in the way. I'm going to move this down to this level. And then we're going to be working on a little more with the site. As we integrate that, we probably want to turn this up I call where we're working on figuring that topography out with this. 80. Dividing The Site Footprint: So now I have my my my set here when I'm working with my pool. And my pool needs to subtract out from the tuple, tuple. And it's not that bigger problem to subtract the topo. Very simply could. Just like I have in my project. I just had my projecting lines and I just create a polyline thrown all the area that I want to subtract out. And to simply close this. Also, I can leave areas that I find the key from the inside of it as well. So it could be selecting this area. And this area. I can always project that to this surface. I thought I could do is just be splitting that surface with these lines. So pretty much just remove those. Then if I want to keep it and maybe for later, again, I can always trim it to store the surface. What I want to put that in the roof of the glare. Just hide those. And when I say on trim and trimmer the curve function, you can always choose an edge and restore it and undo that. But now I have my site to trimmed out. I that nice sort of gradient. Now I just want to have just a few steps. I really don't even need that many. Obviously, the site is is a large enough to avoid that. And so we were doing a nice flowing, shallow steps. And what I wanna do now is I'm going to just subtract from this one. Well, that main patio. I just do my Boolean subtract that stair. And I'm just going to do like a light little step down into here. What I'll do here throughout, it just sort of take it down. I think I'm very interested in sloping part of this. And I'm one way I could do that just by splitting this set of lines for this using here. And again, remember this is all my sketch layer. I'll have to take it off the layer. Close that curve and I'm going to close this curve. And this curve right now. Little walkway. I can hold that down to simply make sure to turn off project. We can just again take this down right here. I'm going to curve down negative 12 " or its context sensitive for how far it goes down. But I'm taking this one and what I do is choose that edge. Let's come down negative six. Now this one is, this one is sloping. Now move this down to p negative 12 or 12 to this article into my direction. And now all I need to do is get this set of points down to here. Also measure how much that would be. 6 ". Again, I want to have my set of stairs. So I might even just come down and take this. And so I can at least get two sets of eight. I could take this down negative 2 ". Okay, Now I just really, really need two steps. And then this patio. And so I'm going to have my little aesthetic there. So I can create that using project. Or come over here to here to four. Come back over here, come down to, sorry, I'm going to do four. That's my eight going down. That's that I would need. And it's not as many and maybe I will pull that other part out. Then I want to come down maybe 12. And I could just pull that up over here. And I don't even have to do the slope everywhere. Okay, that's where I'm looking at Versailles to come over here to 90. Pull that. And like I said, I can move that over. So that's actually not as conflicting. So like, I would have like a nicer static field that again, if you start to see an a site been doing, I can always fix that a little bit later. Okay. So I pulled out all the way over to here and it's looking like it's maybe going down too much. I'm I'm I'm very fine too. Then either say I can adjust the site is if I more I could lift it up, but I really want to have this coming out. So I'm going to move this 12 ". But I want this step. I really wanted to step so this, which is going up certain amount than did my distance. That's going down 4 ". Again, showing you that distance, again with the way the site is. It's definitely make an easy, which is nice. So I can actually just sort of, It's good for this, not to be too low. So what I can do is even just to sort of excise this or make it just a little bit of maybe a tray. But because of how this is set up, I can always, you can just lower this negative four. And don't worry about site and we're going to work on that a little bit later. Um, but in general, we have now updated site plan that we can now start to sort of articulate. But it's a beautiful way to put it into your site and create more beautiful overall work. And we're going to actually work on this facade over here a little bit so we can have like a little exit as well. Want to do that. And that's gonna give us more final working with this design. 81. Refining The Landscape: So now we have our site and we're trying to work on updating what's happening with our contours. And so we would go back to the original contours. They told us a little bit of something about the site. Wanted to have a little more differentiation about what's going on. We can hide those contours and credible they are called advanced contours. But we actually, we're going to first add the site a little bit. One way to do that, I'm going to turn on the points using the function points on. And I'm going to start lowering it and areas where I needed to be a little bit lower. So you can imagine the previous site where everything was a little bit higher for some of these areas. Now I'm going to come in some of these points and just start lowering it. Adapts to my site. This surface which is separate, has its own sort of dynamics as well. And one thing you notice it, it doesn't exactly have edge endpoints. That's because it's the surface. It still has its sort of connection to its previous sorting. And that's, that's one of the reasons why you will, they'll even be showing all these points, but they do not only they're not affecting any other part of the model, it's just affecting this one. Because of this sort of like cleaning. I might even just lower this whole set a little bit. Right? Now. Even this area, I might go into wireframe mode. I could deal with situations like this. I can just, just be pulling up and design here and pulling it down here for my desired effect. And there's definitely a bit of a science to the fix and work with surfaces. Now this surface could even be, of course, we engineered. And that's also another, another option versus trying to work with this. Because obviously it's, it's like I could see how I want the surface to really work. I could even just loft. I could take this curve or this surface edge and actually create my own curl around desired curve that I would be working with. We're still in a site to catch layer are actually done. We can go ahead and turn this into just changed a layer. So it's actually a 3D layer. Okay, So we have now delete this one. I start to just locate this where I want it to be. At the top there. Again, this one right here. We can go ahead and put that down, negative 32 or something. This can come up even though it's sport or right here, we could do is take this point and move it to be right here, at least an overlap. Again, what I would do is take this, this surface and come down negative four. We can have like avoiding bad details. Okay? So this point and come down negative two, right? And again this point even could be coming down. They're going to, for now you just be laughing or lofty. This surface or this little set of lines with a line that's going to be on this surface. This started again just to make sure we're working with, right, so that's an alliance. Select this, like this. And here. Now for our topo again, we're just going to put this all in our topo layer. And if we wanted to be grass, we can of course set it to be like grass. Work too much with that site here. Now we have this unique landscaping situation here where we have what we wanna do. Of course, if maybe add some pooling here, we could be using some of our previous lines. We would turn this into planar surf. And that could be our pool. We'll change the layer. And I guess I was talking about sort of its layers. Again. Just so we can be just moving anything that's not sort of current into that layer that we're not using. Clear. And now we're gonna do. Now is more advanced walkway. And we'll just set that up through changes, object. Change, this one as well. Like I said, I wanted to make a little more advanced topography. Why could do that now? Simply clicking on our advanced contours as our main layer. Just click there. And then we could say the contour command. Select the objects. Just choose a base point. And we'll use our elevation view to choose the direction of everything that we wanted to go. And whereas before it was 6 ", we do like something like 3 " will give us a little more advanced topography. And so they'll definitely look from very nice sign what's happening in the design. 82. Chapter 9: Developing The Building Design: Okay, for finalizing the design of that working with this site, we want to go ahead and work on the building side to make it a little more inviting geometrically wise. So I'm going to create these as drafting a new turn off my side sketch finally, because everything is set up in the right layer, similar things on below those to be the right layer. And this is going to be poor. Who concrete? Change that object layer. But we can now turn off our site sketch. We're just gonna do a facade. Walls. Actually come in here. And now let's try to emulate a little more of a moderate effect. Just take this and just come in five. And I'm just going to create a six inch wall layer. And though I have this wall here, I'm not actually come and sort of pull this in. This way. We would have the ability to move this in 3 ft. We're not doing that much material design in this course. But again, you'll have the insight for if you wanted to do something like that. So right here, I come in 5 ft, 5 ft, midterm project back on 6 ". So I'm just going to simply pull it up here by protecting this, rejecting and want to join that. And what I'll do is the formula is going to really be an opening that starts off at the edge of here that that will continue up from here. So we'll just quickly organize that 6 ". And now we need to do is distance. Without project, distance. Just start at the top of here. And this come down as well, a foot seven. That's our dust and debris going up when it over here, eight foot seven and coming over 5 ft. We might I could just be caught in that one over here. What I'll do with this line, join this. And I want to trim this surface. Just try that again. I will going to explode this because we don't want to make it any harder. Obviously, we were trying to just get this little area, the trim, this area. And we'll copy this N D, that same sort of function here. The only thing I would do differently is on here I would be coming in 5 " or 6 " thick, thickness over a wall and the city coming up. Let's make sure we get that 6 " and going up. This way for me to have that wall that continues through, this will be going in. And so this will be our the extent of where we're moving with this. And I have like an extra line here. We don't need that. Right now. We'll just select our cutting curves. We'll just select that surface and this surface. And then we'll just go ahead and show this set of lines is projected to the C plane. We just move this instead of removing this point so that it's. We'll just take these in. Aco, everything is sort of coming together in a couple of eight foot seven. And what you can do here is you can sort of make a new frame to surface. I mean, that's fine as well. Just where we're lifting, bringing, bringing together different edges. I can hide these. And some of these updated details is going to be on the wrong layer at first. But it's fine because we're will update everything to where it needs to go later. I'm going to hide this oft this edge could be coming up again. I'm saying I'm just going to loft it for right now and obviously it's a little bit thicker than we need. What I'll do is I'm just going to even just really create one here and just shoot that using shoot curve up to the top here. And our previous force system is really the ground of this site. But if you wanted this actually be a little bit bigger. We could be separating that want to do now is just use something like my profile to my building. Use that to trim out the area that we need from this site. Just extrude down. We're actually hide the side Eric, we use using that right now. What I'm gonna do is I'm going to be subtracting like we did before with the Boolean difference. This. And I'm going to create a new slab. That's what I'll call that one. And whereas we have like the bomb, the four now, I can very simply just come in and create, even though the trim this out for this door opening, it does create a slab and just include some of some of this variation. We're gonna go into the top, you turn on project mode. So we started drawing this new set of set for the facade. And one thing I want to do here over here is again to just have this as an opening. And so I'll do a similar effect there, what we did right here over there. Then I just toss and a fluorine quickly, decisively to a polyline object mode. So we should be fine about where it's located. Come over here, take that. And do I have this one is it's gonna do a similar sort of effect where people can come in here. I'll just close that, pick that line, come down negative 6 ". And I'm going to extrude that. Let's leave that there and I'm going to extrude this surface now 4 ". So just not not having to do too much with the site, but we have subtle interests now. And get created like a simple door here. And I'm going to do that simple door and want to work on this side of facade of the building. Just make a little more intricate in terms of how it's designed. 83. Designing The Front Entry: For our work on this front side, as we were working on developing the building and the envelope. And we're adding a new type of door. When do since we've exposed at the surface, we're going to actually move the previous store. Just the idea of a door. And we're gonna do, is we're going to really untrimmed the surface. I'm going to click the intern host side and the untrimmed choose that edge. Same thing here is that now we can really start from scratch. I'm going to take this, this new sketch we're working on burn project mode and make sure that's gonna be projected to the C plane. Currency planets. Just zero-zero point I want to do is just sort of like this is done. I'm just going to just shoot that up. You'll note that we don't even have really a ceiling right now. I want to do that same eight foot seven up, upward. I'm going to take different edges and start to organize them a little bit. But what I wanna do first is look them up for that wall distance. Come this up 008 foot seven. And that will actually just connect without object mode. Just like here. Now we have enough to sort of subtract and break the surface. And we can do Hall so alone inside. So to do that similar sort of subtract, only just don't have the particular line. And all you need to do to get that. We've line here is maybe just create, create one that's from that base. And we'll just move it up because it's not sort of intersecting. We have this that comes in. We sort of see this slide looks like it might not be straight, but it is right. So this tells us some of the other lines are having a little issue, but we're not going to worry about that right now. We actually can solve it wouldn't do Shift Control. We'll just move that line using project. Don't take anything out of its axis. Now those should be fixed. Like we said, we're going to get this line. Intersects here. Take this curve, come up, just click here. Eight foot seven. Come in here. And then trim out that that part of the facade. Make sure not to choose and they were not done choose. There's not really a line here. When he was named for. Readers. Take that. The end of this line should be a line starts here and exit out a project mode to sort of get it. And just go from the top to the bottom point. And we'll trim with this line. Now this line or this entire light, get that sort of space. And we actually have a little bit of overlap here with this surface edge. I'm going to hide the ceiling right now. And so the ceiling is a little bit jointed with the Roof, who are gonna be fine for that, just being basic. For now. I want to make sure that this wall comes in and all HD really is to trim it. Here. Just to trim, cut this down. We have our internal wall now. And it's not really with any sort of planets are sort of sort of free facade going on here. But what I can do is I could just create a little ceiling and then have like little pocket for a door. When I create a surface quantity corner to close this space. Then we're gonna copy this copy and Control C, Control V. And this top one were to come up 10 ". Make this edge come out. That 6 " And this air we're going to put a door is going to be actually inside of this area, so we don't have an issue. But I can lock all the other edges. This man specific. Now this edge as she could be just bringing out Curlin loft from here to here, or make it from here to here. And you could even pull this wall up. Again, that's for a modeling purpose. Where I'm now starting to make a ceiling. Where I start putting my ceiling here, change that object layer, turn this on and make sure to turn off the rest of these. Actually this goes in architecture. Be careful how fast we move things again. But now ceilings in this layer, these are all in the ceiling. Instead of really loving this up, I can sort it just for material purposes, just explode this and just pull this edge up. Right? And again, this is sort of a, you know, a free choice here. What happens with this sort of point? Because obviously the points on for this, now this is a surface that's based off a plane, so it's a little unique or just laughed here from this edge, this edge. And so that can be found on the wall layer. And turn it up a bit. We're going to make sure that everything is on the wall there. Now for this one object layer, make through this Stonewall layer. And also for this part of the design, which should that also is on the wall layer. Alright, so now we have that this is going to be in a floor layer, which we have not really created yet. I'm going to just create that floor. Right. Turn it on and off. Show tonal all back on. We do so much with element like this little capsulated ceiling here. Do that on this side. And assembly. Do that with are making a surface. You can always start with that same layer since now we're a lot more to find about what's going to happen here. Definitely this, again, we have that edge will be lifting later from here to here. And you could start that very simply. Get the perspective view by clicking here and here. Click on that and my P for Extrude curve and go eight foot seven. And that's going to make something that'll be on the wall layer. And our basis for ceiling. And just copy. And now we're just copying program 00 10. ". Stop there. Make sure this edge is coming out. Bringing the wall lines up. Points off for this surface. Think of it's trimmed. We're going to add a little more of a challenge because trimmed surfaces is going to have a challenge. But what I could do is always delete that. So let's start from scratch and just laugh on those edges. And this light that was previously connected to here, we can always ungroup it. And if you still want to keep that in the model, to just come in and, and state from the front side. And now I'll be going fast. I'm just going to pull that down. Rotate that. And actually if I want to insert that, we can just come up 4 " 2 " and it's not fully rotate it yet. I said I'm going to come up to That's if I wanted to insert it, if I want to leave it out, it would be fine. And because of location, I would locate that simply somewhere like here. Okay, So credit little shell entries for this design. There's nothing on this side which sort of makes it ideal for if it was maybe east to west. But I'm just going to leave it as it is for an outing. This being more south is pretty good. Alright, so we can do is make a wall with different color now. So I can always have differentiated, be a little off green, little lower green or something, a little bit of color to it. We have our ceiling set up here. So now we have that nice sort of full space. This, this, this area could continue a little bit. Definition depends on how you want to organize it. Like this could be a perfect kitchen, living room sort of space here. And this can be I'm sort of your your bedroom actually leaving. This would be needing to move over for that to be the case. So I'll ask, I'm keeping it simple for now. So we can just show that. So now we have our updated design. I'm having a little more flexibility. Lets us do those doors entrance systems to complete this design. 84. Designing The Door: For our door to design, just like we've been working with our sketches. We're going to also be working with a sketch for this layer. And we're going to do now is create a sketch for those doors. There's gonna be two sets. Let's save the model. And our first one could be this, this area. You should see all the geometry of what's going on. I want to turn on project later, the current layer. Turn on shaded, you see, so what am I opening? A little bit. A little confusing where to front and back are. But make it clear by of course, turning off the architecture. But after I'm just going to make my sketch to start with my rectangle where I'm working from. So this is gonna be my desire for my door, my parameters and the distance to this. We got five foot here. So I could do is very simple door. Maybe even a door with a bit of a sidelight here. So its door that swings in Word 3 ft and that door come all the way up. My project is on. And this could just have a very simple framing system setup here. So I can just make two different openings here. And I can take that an offset in. It'd be 3 " for each one of these. And just take here that bottom edge come up 3 ". And actually we could even match this location. This will find the distance here. That's another five and a quarter to that line, but it's actually 6 " the middle of the line. So you didn't come up 6 ". What I like to sort of sort of set here something that rotates n. And it's somewhat be looking out from the door. So I'm just sort of figure out how do we want to design this, this door. And be a little more advanced than the last one because we have that glass ability. And it's eight foot seven, so that's a good size door. Six-foot six would be like maybe one of the tallest, typical heights. We can always just turn the top of the door into a transom. It's a little bit door design for you. We can have something like a three-inch middle piece to that. That's out of the door, will be coming down 3 ". As we come down to that size, I can pull this down. This is part of the door. I'm showing you sort of behind the scenes of how we design custom doors as architects. Bringing that knowledge into your world. If your design them and firm, you will understand that it is a pretty fun thing to do. Okay. So I could be doing, I get a little bit of a smaller door. There's what brings the scale into play here. So it's not super tall and maybe intimidating. We could have just a smaller, smaller set and then, like I said, do something that goes up 3 " and have this here. And this top one could actually be a full transom. We could even be putting that same sort of foreign oil here. You have that option. Okay. So I have my frame of my door designed. Knowledge do is create it and turn it into a block. So what I'm gonna do for that, I'm just going to be going in a very simple amount. I don't need this outer frame anymore. It'll do p That should distance. Make sure it's solid. I don't come at 2 ". Each of these this I'm going to come out 4 ". So that's like more structural. Come out to here. To here. I'm gonna be working on my glass now. Avoid select all the glass layers. I'll just do 1 " 1 " deep, 0.5 " in the middle. So this is my door design layer as well. What I'm gonna do is I'll create a door frame layer and a door glass layer. And we will put these on there. And likewise fashion, that door glass could be simple blue. I change that to do our glass. And we do have the option of which way to rotate it. I think rotating n would be nice and even have this as a possible rotation for have like a double double door. The door frame layer, a little bit dark gray and change that to have the same material is a door frame. And so does our set here. When i'll I'll just go ahead and also just add a very simple handle, full height handle. I'm actually going to start here where it would be in-between here. Just really located on my door sketch layer. And make it to be half inch in diameter, quarter-inch, quarter-inch. And I'm going to come down actually a little bit more. Okay. I'm going to mirror that. And that's going to mirror from the middle of here. So what this is going to be, switch my view here. What this is gonna be as my starting sort of offset here. We'll come up 2 ". And from the above you is where I'm going to actually do. My handle. And my handle will be a solid one-half inch. So I'm dew points with five here. And what I'll locate that is when I look at that too, you know, we are on project mode. And I could come up with my one. My apologies. I could just extrude that curve up to match at the top. And I'm going to put this on a new layer called the door handle. Modern door handle here, change object layer. Now, all three are selected to group. And I will just mirror that. We can have that actually as operable door over here. And I'm going to mirror that to be also on the inside. You have a bit of a choice here for how we would get that in. So I'm gonna go ahead and create this as a, a block. Then I'm going to separate the window out because it's a little bit different. Click on Block. Turn this. The base point right here. We'll call this our modern Dumbledore. It's like that asymmetric things going on. So some reason I don't think it's saved. Just want to start that again. Do block. And I will just select those objects. And I'm going to select the curves first, the high dose. So we only include the objects that are black on this. We're actually going to be in a door layer. So we have we have the door want to turn off the walls and floors as well. So we don't need to see this. Define this. Just here. Would use a, here's a base point and would turn off projects. We have the exact point. When just do modern Dumbledore. We have this return are above transmit to a group. And so now all we need to do is locate that. And we'll show our wall now. And our location of this will be inside. It's really simple. I'm going to turn on projects that we don't upset and he's saying, just pull that straight in. I have a nice little sort of modern monitor entry here. So again, I even for details sake. You could start to sort of do a little bit of detail, the house floor being off a little bit because it would be up maybe 2 ". Even you could be playing that into the design a little bit. Come up 2 " here. And maybe this can ungroup this. Be taking this top set down. You see, behind this, this and just really take this down. We'll just go from our wireframe mode. And we can be coming down negative two. Same thing for here, this surface. Don't worry about being super fast. You can always replay this and I'm going pretty fast now. Show my floor up a little bit for the sake of design, just a water design and so on. Alright, so we have that setup. I have are our glass here. I would get come over here. And since we have the same specs, we actually going to go ahead and use that same door system. I know it's very beautiful, Isn't that one? You just simplify it and that's, that's the reason why you will definitely create these and a simple way and turn this into a new group. We can now say block. And we'll call this our turn off project. We'll call this our modern door sent. There's a block inside of a block. Now just go ahead and copy. That outside edge will just come back over here and put it here. Rotate that. You see like this wall moves a little bit and if we want to match it, just just leave it exactly as it is. We can also just do that would just be taking these surfaces and we see that it's, it's end is a little bit. We could comment. This is 11 and we just want to measure properly 6 " here. So just take a surface one at a time, come in six. Six. Choose allege six. This one, which is higher, it's come in separately. Six. Now this one can come in and they'll just fitting neatly, just hide that ceiling. And now that we've looked at this properly, we can just move this 1/6 inches. Do the same thing for that edge. Come over 6 ". Alright, And only thing about this one is this one's a little bit, it's not currently at the ground and we'll just take that to the ground. And one way to do that, rely on this little edge here. Knew that using wireframe mode could be the tool to get this to this where we needed to beat faster because we have that little bar will give you pulling it in. And so we have this light here. This, let me say that facade ground comes up a little bit. Let's do that 2 " up for that level. So we have a nice little sort of moderate entry, again, showing from maybe light on this side and just really controlling it to be in from this side. We have this nice little modern doors to accentuate the design. 85. Adding Site Roads And Parking: So this side is not fully isolate it when I'm thinking I'm gonna do is as well as to create a little bit of a place for it, maybe a parking pass. And I'll also turn back myocytes sketch on and also make a little road out that just goes up a little bit of curve. So I'm gonna do that here. Coming out. Maybe the size of two cars, 20 ft. This distance here, about 20 ft. So sort of perfect connection. We can actually turn off some more topography lines. So my contour lines, That's contours so they won't interfere. So I'm taking this, what I would do is just be very gentle about this. You see, the surface is not really cut perfectly here, but the site comes out over it, which is, it's healthy. I could just be coming over here. Here. We could just do a very simple to be. This came out 40 ft, 40 ft. Maybe there's a curve that just we just use simple polyline spline here. You just come out from the site. Or actually we're going to arc will do good. Lisa will allow. Or if we're going to do this is control point curve. We're just gonna make sure to, to start it out here 10 ft. And now we're able to do some of the curved beak could come out 40 ft. And I have two degrees or movie degree, four degrees. So that maybe it's something like here. Then we can offset that 10 ft degrees is a very simple thing. Essentially. Obviously usually, the more degrees, the more pull you can rebuild this curve. If we want to change a little bit. I want to do with three-halves currently five control points. Some fight. You'll see it change there with it preview to two degrees. One degree C is even more smooth out. So I think four is a good amount for it. Go ahead and leave it as it was. I'm just going to offset this is final set here. And what I'll do is just going to come out 10 ft and feet. And we're going to make this line tangent. 86. Splitting Topography For Roads: Now I'm going to finish this site. I'm going to make a sort of a construction line. It's going to go out like 10 ft. Each of the sort of starting with this point. So I can make an S curve up here. And this copy that to this side. We'll start again with our simple curve. And I'm just going to use this, these points as my origin. My S going on for this. So now I have a profile. Again. Ortho wasn't on, but I'll go ahead and do is just my project wasn't on. So I'll just select all these and just make sure that these are perfectly projected to the C plane. Will delete the source objects. Want to join that. And I'm going to go ahead and close it. As we select this one rule, we should, that point actually moves. What makes you protect it all now? Sure, point moves here. And we're gonna do now is when a project that to the surface, which is this surface. And now you just very simply on this part of this split that surface, split that surface with this split properly. Try that again. Objects are split. And it seems like it might have had a little bit of a challenge here. So what I wanna do now is actually I'm going to extrude it. So this is another way to work on splitting. Now I can split the surface with this sort of method. Okay? And I'm just going to set that to be my road. And just change that layer right here. On the slide had a nice little place to come in and let people enter the house. Now obviously, you see the differentiation here where we have a little little walkway in and we don't have like entry on this side. Don't worry. That was what about a little bit at some of the design, does it differ from the other side? Where we worked at? One was to create a view. Again, I would say that that's the, the opportunity if I want to create maybe a guess interests that there's a walk interests. And I can also come back here and make a more of a defined interests as well. So that was part of the idea with that because I had to walk all along where people would come along here. But since it's not particularly iconic, viewing from this side, we'll just create that, that little extra piece for the drive. The way I'm gonna do that is going ahead, come back over here and come out ten to 12 ft. And this has gotta be that issue right here. Alright? And so, you know, it's, it's not that hard if you want to remove a trim, if you want to make that just redo that particular edge set. It would add that other one back. I think his skills were connected. That's fine. I actually I'm fine with just adding a new sort of set to my trim here. So what I would just do is just extrude this area. In this area as well. Only difference I would add is I would add a little bit of a curve. Another fillet, something like 6 ft. I didn't even just hiding some of this other geometry here where I would trim this out to your IM and trim both with here, here. And I don't need to use that one, I'll use this one. Okay. So I've trimmed this out and then what I'll do is I'll filet this 6 ft. That's all I need is this area coming up. To join that I'm going to show all the downturn had been hiding. And I just shoot that up and split this surface. Then if it's not perfect, they do that again. And this will be also my road. The people who own a house can mix. What about a stealthy entrance here? And I also had the idea, of course also this could just be coming in that would be. But another easy way to sort of frame this. So that again, that wouldn't be that hard as well. We'll update the entrance just slightly. By extending that out the door. The door could be entering here. Eight foot seven. Now we have that ability to comment on debt side. Turning off reject would just split. Split this object because we're splitting when I split it with these curves. Just trim here. And then the final term. So they'd be don't, won't be dealing this object here. This is fine next to become a wall. And so we actually some fly that some of the equation for ourselves. And we'll just use these edges trim. And so now we have this nice little little cove here. But the owner could, uh, you know, a little more privacy, but still like a good time here. So there's still like this little bottom edge to my wall. And I could also just be trimming that. We have a little bit of a inset here. We also could be dealing with very simply. So that's not going to be problem. This right here should be coming in. 6 ". Can actually says we're going to trim it. You go ahead, leave it. Only thing is really just want to have that counter element. And that trend here with this information is all this little coelom bit that we had moved. We just take that on that edge and move it out outward here. This element up here. And that could be useful only inside. We don't need to have it on the outside. And I would just take this into the ceiling. Come out here. Now we add this edge here. For this. Just need to select that little surface that can move and six. And just make sure that moving versus extruding. And for this area where we have a little bit of a change to the space. We again could go mentioned for trimming, showing here and here. This could be coming out. And they could very, very simply either come out from here or this could go into there. Go ahead and do a simple solid. Excuse me coming down 4, ". Just do a Boolean boolean union. So that's one way to get that done. Again, you're not going to see this except for in Europe floor. But you want to sit flat obviously again, you can always just re cut it and go from there. I'm going to finally do this trim this bit. Just sort of explode. And it's all on my floor layer. The only thing that's on my floor layer and just the it says to me sort of updating these profiles a little bit on a dupe. The border for the top, bottom actually only need one of them. And it's just really taken this little lines l. And we don't need to close this poly lines so we can leave it open. Here. I have my set of information here for this new curve. Redraw it. Make sure to press Enter. Let's pull that down. That's gonna be trimming. We can go ahead and select the entirety of the four objects. This make sure to leave that at base down. Delete this other parts. Select the objects. Nationally if something was lost, we know as this kid but get it back. All right. So that's our floor. Select previous floor. Now we'll shoot. This is our new floor. 4 ". Just changed the object layer for the floor and there we have our updated floor slab. We have our our guest's entrance and our main owner entrance. Obviously to maybe add a little sort of intricacy to this. Face it maybe adding a little bit of difference as well. Maybe we could do this. Again, looking at a new way to sort of show this one as well. 87. Refining The Entry: Okay, for adding some interests to the entry. Again, it's, it's very beautiful obviously that walk up into C and everything. But this side is a little bit bare. We're gonna go ahead and add in a little profile to where we're looking. And we know that this area is about 5 ft and measuring it here, DI I could come over here that same four foot eight. And really just sort of extend some of the lines that I'm using from here. That could be my same distance. While this is sort of taking that edge, I can just come over here and just do a simple be 18 ". Then that could be what I'd be working with on this side. So something like that could start to bring interest this side. And even if it would actually be more like double that, that could be a way to make an entry interested in just like a lot of waterfront properties and change my fillet flavors 6 ft and I'm going to turn it to zero. No, it could be something interesting as you come in. So I think we're, we're working on how to make it interests and from all sides. So we have an interest in inside here. This side also, it can be very interesting. I'm going to trim these two walls and can be updated design a little bit. I'm saying this to save this as a version. Now we're working really with an entry design. Again, you can save your version that I would recommend having a main file you start to create, come back into your main file to work on. Okay, I'm going to trim this bit cutting. I'm going to trim off this face and that way. All right. So we were saying we were lacking a wall on this inside. We will be adding that back in. Now we know exactly where it's going to be located. So what one thing for adding that wall back in? I go on my wall layer. I'll be using my my line at the proper edge here. Just taking that curve, coming all the way up to the top. But I know I'm gonna be now projecting this same curve. Joining that. I'll project that this surface if I can. I think it's because of the view. We'll try that again. Join that again. We could also just very simply close this and offset it ends to make it even easier. And just from this point, we just take off one of these edges and then just trim it as a object. It's truly other object that's inside. Just trim this to surface edges. Trim. Split this as a cutting object. So this area would be where my, I wonder would be from. And even I didn't have to really delete all this. I can actually use it again. I can just use my surfaces. Mosiah just to trim that. Actually Amelie became my window frame. So that's nice way, That's how that would work. This can be a variety of spaces. I'm not going to fully define that right now. So what I would use is now to create a polyline for sort of a base for my glass. Where's my other glass I've used over here? One thing I'll just make a layer call because I'm not using that anymore. For that previous class. I could just turn that into this card layer for now. To my glass and volume back on from before. Select the objects, put that on the discard layer. That was the warm for the parametric facade here. Now I have a new set. Again, if I wanted to redesign it, I can always come back. And again, I'm going back and forth between between my sketch layer. So I don't have a lot of rampant lions into the design. Okay, so now I have this here and we know that it's 6 ". So if I come in two-inch offset 2 ", then I offset to maybe this one is one. That's, there could be a simple way of just adding this system up together. Join that, close. Issued that up. Like be in my glass layer. Turned on or blue greens, I'm allow that. And that'll be I'll take that back. And to do that same sort of worn only function. Again. So you have that scripts, are you ready to operate that will add that end. And I think that's going to be a good little finished with this facade. 88. Voronoi Front Windows: The opened up grasshopper, I've loaded my unborn IF function again. And I get this as a simpler one. Because if I'm using the grass glass layer, I don't need to really get all the panels, so I'm fine to just use this very simple one. This take my population. I'm going to use a count of ten for my, this side. Let one surface, just bake these end to my layer, my GH panel layer. Then I'll choose this other side and I'm going to set that one surface, but because I want it to be a little smaller, I think having a different size would be nice. Then the other one. So maybe that could be something like 35. There's a little science, the Borno, but I don't know, I'm just keeping it simple here. I could bake that also into that layer of that GH panel layer. That's all I wanted to do with this for now, set here. And we could close it. I don't really need to save it. So here I have the regular set for working with working with the C that entry. People have an idea of the creativity in this house structure. One thing is we can also do it. And if I want to just experiment even we could even have just maybe have a little bit of an edge and this side of the house. And so that would be one other little detail. 89. Modeling Front Phasad Design: One other layer in terms of what we're gonna do. An opportunity with, for this side is, what if we rotate it out this, this edge a little bit? When I say that, I mean, what if we now looking into the design and you want to have something a little unique, what if we take this same sort of way that the angle is rotated? And we want, if we rotate that facade edge, this is our final entry update. Let's make it a little sleeker. Where we have like a using this curve and this sort of more of a conceptual roof. Go into my wireframe mode. So take this and I go ahead and do we to just sort of sit here. And what if I'm trying to use my base layer and turning off my WhatsApp. So that front of the building just put this little detail of sloping in. That would be really nice. And so I'm going to enact that format in these voronoi and doing that front entry, I think that's going to be a really nice detail. I want to start by taking this when a project off, just taking this side and I'm copying it from edge to edge. Now we know that the roof will come out. Now that's really easy. Again. We're just being pulling this, this edge out and it's solid, so we know just slope in, but we want a slope this side of the building as well. But what I'll do, because obviously it's a little bit, it's not as easy as it looks. I'm gonna go ahead and laughed. When I stay in the wall layer. Loft. This edge to this edge. And we'll connect this side into here. So one way to do that is again, we have the ability as the surface is simple servers and we can just be pulling out different parts of it. Um, but we had one again, I have to make sure that's not going to have problems. So now it's definitely an overload that surface with a edits. But we can dupe the border. We can delete it, and then just edit that updated border to do what we want. So I'm gonna go to the back view to be editing this. Now. It would take points like this tunnel project. It's nice because it's just using a projected location. I don't have to worry about taking my objects out-of-plane. Same thing down here. Now we have that ability to just turn that into a new set of planes. And all we need to do here is be taking edges like this. Just really extending it all the way through. Just make sure we're choosing the surface edge. And the different walls like this definitely become a lot more interesting when they're when they're pushed out here. I'll just move this over here and trim this one. This one is the easiest way to work with this one. And this wall. All I needed really is the duplicate the edges at this top level here. And so what we could simply do, Let's take that edge and just keep pulling it. And we can, we don't really need that profile too much anymore though. I'll use it to really just turn off solid to pull that out. Trm were before we add to what I've updated it in for here. Now we can update it to go out and move a little bit further. Just make sure we're selecting the surface edge from here. Um, we can make sure to delete this and now we've replaced it. And we're just, we're just using this edge. We don't need this anymore. And it's not going to cause any problem. Just pull it on out. And we don't know if it's going to cause problem yet. We'll just we'll just sometimes just checking and seeing if it would cause a problem. So when I'm moving this edge out, that moves out fine. Now, we can just turn this into a planar surface. So there's no real reason to turn this window into an angle. Even That's what a nice little effect to it. This currently is not yet trimmed, but everything's here, is ready to trim that one. All I do is now just set this surface to there. We can just duplicate the border, delete the original wall. And it won't really affect the habit. All these extra points from calculations and everything. We can always come back and delete points. We don't need the if we truly want to simplify it. But now, now that we have this, this curve, we do planar surf. Now we have an interesting entry addition to that. And now we can take this a little bit for the height this right now. Now that we have this sort of going on and we don't, we don't need this relate to be intersecting with here. Take this, pull that in. You know, there's a little area right here where we can just simply create an edge, edge to edge here. So the whole border. We can just make sure that we click here. Get that out six, pull it in over here, and just move that. Actually. That would satisfy. So to bring in that wall down, even if it's too much, just pull that in right here. I should select the right edge. Right? So we have this top edge is a little bit high. Wouldn't take that and move that down. Hide the ceiling so we don't choose that one just to the top edge for here. Take that and move that one down. So now we have a nice little modern aesthetic to this. We're just going to turn on Grasshopper to deal with a entry class. And we have that open right here. We're going to use the same glass and we're just going to turn on Grasshopper to get that surface panels. Tunnel grasshopper adds, had already already loaded. Click on the voronoi window File and select my surfaces. And I'm just using that first surface first. And I want to change my seed counts as something more like 10.0. They get into my GH panel layer. Then choose the other surface. And I'll change my seat count more with 25. And go ahead and come back in. Make sure it's Bacon this part. To want to make this part. And I'm going to take that into much each panel as well. Okay. So that's fine for now. I'm going to close that I'm not changing anything. So now we have a nice sort of moderate entry here too that you turn off my my drafting sketches. I think we have a very interesting designed to work with. And again, we can always relocate some of the elements on the inside. But we do now is we're going to take it into our plans and elevations and also create a PDF for this. 90. Chapter 10 Documentation: Updating Layout Documentation: Our current plans, elevations that we had set up from before, they're definitely growing out of the out of the sizing that we initially started with. We have at where our elevation is now fully taken over a good amount of space. We'll go to our properties. We can see the scale has been one-quarter both these. So it's definitely a sort of seen as the designed grew, how everything was located. I don t think it's too much of a problem. I want to just make sure when we printed out that we're still keeping a good sort of border here for everything. So what I might do is go to a 24 by 36 to be more of a more standard here. And I could just say maybe one of these is for my site plan. Create a cover. Then I could create a floor plans and elevations. But the cover first. And to relocate that or can move it right here. And I want to move this to be in front of the site plan. And so the cover could very much be that really beautiful. Respective front low. And I could put that in the Arctic mode. So it's a nice, beautiful view. I can label the project and now my paper space, I double-click data. I can go ahead and also lock it and make sure and just like in my original that I have a non-printing layer for the non-printing layer for this. Now we'll just call that viewport. I'll put that actually in the drafting layer. So now I'm going to have explicit drafting that I'll keep my sketches. I would just have maybe a viewport layer. I'll set these two that you port layer, change object layer. So now how that viewport layer, I'll just use the same viewport layer here. I'll title the project text. We'll just call this modern health project. And maybe use this as something like a 1 " height. And when to use a font, few Torah, That's one of the font. You can find that on the internet. It's a very nice font. Be kBT. I could make sure that's centered. Uses similar sintering. To hear. You use that line. Modern house project. Now my site plan file, I can use something like this and just go into technical or I'm seeing that it's not really showing it then go into shaded mode. This could choose a specific scale to this. Maybe for 1/4 days for so we'll do 1/8 times 48. I'll bring up my calculator. Let's see my calculator to get my side, if I choose one 32nd would just be choosing eight times at 48. So 24. You can see what that scale is. Too much. You just divide it in half. Is 192. Even that is too much. So we can actually do 96. One-eighth is a good amount of size here. And we can just simply add the bottom. Create a textbox and we'll just have the size here, maybe at one-quarter and 0.25 inch. We just say this is a site plan underneath here. Come down and having this at a smaller size, this could be at 0.12518 inch. We could just put one eighth inch equals 1 ft. Let's see what lunches. And I will really not really want to have this in color. And just put a few labels to this or put the pose building label that proposed building. Like a label, the pool. I could do that to get the solid and paper space. I can say for parking. For this view, if I want something to be showing in this queue, I can go ahead and lock it so it won't change in sizes. I could go to my layers. One thing that people want to do is make sure that they can see everything with a particular color and layout view. Only thing you need to do here is maybe select all the layers. If you don't want any colors in your layout. Versus selecting objects, we could just select all, let's select all the layers. And if we want to choose for Layout View, um, and then we'll call it detailed color. You want that to be black. We also want to print color to be black. We can just click here. And this is setting all the layers to be black when they print. If you want to choose something separate, you can always change that detailed color. It tells you sort of know how things are going to look. You're printing it out. Print color here, detailed print color. And so you can set this to be black as well. The same thing can be done right here for that detailed color. And that's going to change the color it is right here. I'm trying to keep it simple aesthetic. If I want to make sure that I'm sort of tiling each of my pages. I can always take that same modern house project, go into my drawings here, rotate this and in-degrees. So to create a quasi title block, again, I'm keeping it simple for this design. In this window, I definitely want to make sure to see my advanced contours. I don't need to see any of these isosurface for any of these or any of the surface bits. Turn these off and all those. So we just have a nice simple set here. And I could take this same site plan label and come with my floor plan layer. And what I wanna do is put a floor plan and what I can do now. So they have a little bit of a title block here. Just create a rectangle to hit that. And I can take this layer. So I'm going to break it off there with his title here. And I could come down here and just, just be very simple about this. I could turn this into a block, and I could just call that the basis of here a title block. And I could just copy them to each of my pages. Just be pulling these in. Now, what I wanna do here for sure is to make my site plan. Just like my site plan labeled here. I'm gonna do them my floor plan, and I'll do my floor plan and do my elevations. And I don't have to do a lot of elevations. Again, we're trying to be very simple with this project. I could just take this and not know that one-quarter didn't see data was it was good enough scale here. So I'm going to, I'll try that too here, where I'm doing. Just select it and just do 148. So that's my quarter-inch. And since the bigger page, you can see a lot more. So what I'm going to use for here, and I'm going to actually set up a unique view versus regular top. Just like before we were using a clipping plane. I'm going to create a new clipping plane. And I'm going to take that clipping plane and lift it up to be on the half of this site. And we're going to create a new view. And when I call it the plan view, and let's start here. It'd be planned. Then this plan view, we're going to turn that clipping plane own. And when I create a layer for clipping planes, you can because they do show up if we don't change them. Okay. So in my clipping plane, I'll make that to set for the plan. We can zoom in here, so that'll be nice here. We'll just go back to the floor plans and we'll make sure that this is going to be set to the plan view. We just want to make sure though, that it's going to be the right scale. And if it's not in the right location would just change that. So we put that in here and close this knowledge do here. Let's pull this up. Not getting in the way and I'll lock it. Site plan, and this is gonna be our floor plan. We can just do some simple elements here, going from the draft and view, where we are. Now going to be just putting down a couple of elements like different liters. So the way the leader works is we start where it's going at. And he just starting point. Now this is going down. That's simple way of just working with liters. And it might be very valuable to show this part of the drawn as well. I'm just doing another leader here and relocate where the text is. We move in just that all leaders are not that people don't want to use the leader. You could always just separate out the texts and write the text separately. You notice we're trying to use the same font, same scale, one to five. We could just simply labeled some of the spaces inside entry. And we don't need this scale. I could always do again. Typically would maybe make these smaller, make these titles a little bit larger of a three-eighths. So it'd be 21, 25, and between 125. And we could use our calculator again. That is open, so 0.12 5/2 times three, that's 0.1875. All right. This could copy that and hypothetical out different spaces that we would use. This could be bedroom. And you could have this as a good piece. What about actually are restroom if we sort of organized it, be mass restroom, something like that. We could always have like a living here, maybe a kitchen here. We can of course change that back. Then, of course can be just simple kitchenette. And so that would be a nice little way of opening that out. And then we could just have this always is a little patio area and then a pool or outdoor porch deck. Right? Now we're just working on my elevations here. So we can just copy this up. And we'll just use same viewport and just choose the right view. We can set this to our From View or just verifying that the view that we want this unlock this so we can see it front view. And right now it's only challenge is that it's, it is setup to respond to that previous clipping plane perspective. So what I'll do is actually I'll just start from scratch. I'm going to make sure that this is labeled in the viewport layer. Will create another view port right here. For detailed view. That's what it's called in this program. So I'll just create that view. Click on the view that we're trying to get front. Right now I think it's their right side is a test by going into technical mode. And I'm going to make sure for the technical that as a white background. I'll just go ahead and set this line for organizing what things will be. This view right here is gonna be the west elevation. This is one-eighth, one-quarter inch scale. The same thing for down here. And just kinda make sure to select that this is 148 inch lock things. We don't lose it. This makes sure to move this all back to that area. Another design is matching. You'll notice you'll see like a little bit of a sideline. And one thing is you've seen all these objects underneath. We don't need to see that. We can actually create a hatch area for that. And what I could do for hatching is simply my drafting just hatch boundary is one layer I could use. Just like viewport. One thing I'll just make sure to set it as is just making sure that this will not print. And your print settings are gonna be. So to sit right here, where you will select one of these things. The choice for it to be printing in the or when it, when it will print or if it will print is set up sort of in the layer settings. So both hatch boundary something on man I want to show. So what I could be clicking on is something like here for that viewport. Not this one. Just going to make sure I'm selected properly. Let me just go ahead and open up all of these. Okay? Layout print with choosing the color, layout, view on print color here. And what we can do is right here, we choose for it not to be printed. Don't want to do that all the time. So yes, Would that layer again, I set up layers in a template before. 91. Adding Site Elevation Masking: So for things to not print, we're just gonna make sure to make sure that they're in the know print layer, which you can set up here in the print width, you just click on no print at the bottom here. To that same setting for all these and just make sure that all of that layer, we're now going to create a hatch boundary. And we're just going to call one of these white hat. And that's going to be for our site and motion do boundary. That's going to be the site boundary. Okay. So we're going to create a hatch boundary. This is gonna be really just based off a simple rectangle because sites pretty simple. There's come back all the way over to here. And I just need to select that at that point. It's just sloping down. And all I need to do for my white hatch is change the color here and also choose the print color. That's going to be white. And it's gonna be a white for my, my, my print color. And this is going to print. And so I hatch boundary will not be printing. Change that setting right here. Non-data to do because hatch white hatches on. I'm gonna go ahead and click hatch. And when I select this object, now we have a hat. And I want it to, for sure look like the color. I want it to print n. So you can always already set color here. Okay? And then my boundary for the hatch or my site bound to that. I just wanted to show the top. I don't want show the bottom line. I'll just set that here line. Just scroll it down. That curve. That goes down. Just to make sure we're selecting a white line, that one will change that width to be a little bit thicker, close to 0.8. So now we can just set up the other elevations in the similar way. So we add the west elevation setup. As it is a little bit larger. We can minimize a little bit 40 other sizes. Where this is that the font we can go back for here. And makes sure, sure to turn it off. Make sure it's going back. And obviously It's just need to set the height to be the same. What I can do here. Mirror this whole element though it also flow to shrink it down. Drag it over here. I can always trim the hatch little bit. Set this back. We overhear. This hatch actually needs to rotate and mirroring it. Choose to delete the original objects. Just do that here. Alright? And I'm just pulling this down. So it was going down here. And this side is going to be the inverse. And I'm going to make sure it's not a copy. What the middle point. Now that's set-up. Leave it alone. Want to fix that up? Now, I'm just setting the height to be the same. Here. Again, this is on our viewport layer so we don't have to worry about it. It will not show up. I have my two elevations for West and then east. Then you just need to come down to my north and south elevations. These are all at one-quarter. And so I can just come down. I don't use the same hatch to come down for the next one. So when do our north elevation, we'll pull that out a little bit. To do this. Has left some flower that's located. It should have come in lock all of these, I won't cause any problems later. Let's look into this one. Yeah, that's a nice north. And I'll just create again my hatch setup or do my hatch boundary. So this is the invisible part of it. Rectangle. Just come over here. Now you go to my white hatch. Hatch that out. Click Okay, create a boundary. And we do see an object here. I'm not sure where it is on, but I can turn that off. They would just come down underneath here and put my south elevation. Always do here is this is not locked so we can go ahead and do it. Right? And just move that on our list here we will locate that edge, is move it to hit that edge. So now both of these can be locked, like this one, this one. And now we can just very simply print out to see what we're getting before. So I plan our floor plan and our cover. And I'll even just stolen benefits segue to take a look at Move or Copy and to see an elevation. Elevation nola. Make sure in this jar that we're not going to see our clipping plane. In fact, the clipping plane layers. Well, but that's typically set to not print, but I'll make sure to editor no print here as well. So I want to make a slight section. So that'll be a cool thing to look at. 92. Adding A Site Section: Alright, so we're gonna get started making our section. This is a bonus. I already just created a view just sort of mirroring like the view that want to start with. I've created a section plane here, the double-click here in my back view just to get that orientation here. But I really wanted to be from the front side. Again, that's rhinos terminology, not mine. What I'll do is make sure that my section layer is the focus layer. So I'm just my main layer. What I'm gonna do is I'm going to select my curves so I can hide those elements section of the curves. And I'm going to do a section command. And I'm going to select all these objects that are in the scene. I have to choose my beginning and end of my section. I'm going to use that clipping plane to orient myself that beginning, that end. And I'll just press Enter. And I didn't have to press Enter and nothing to do anymore objects. You can see right here that yellow outline. That's gonna be my section. And the thing is obviously that could get in the way of some of my other drawing. So I'm gonna go ahead and move it out about 300 ft. And if three is not often to go out 500 ft and just let it go. And so there is where I'm gonna be really working from, right? You can see it's, it's over here. So I get the option if I want to mirror it, if want to go on the other side. If I like to use it as, as front. It's actually maybe use for this sort of keeping the right plane for it. Well, I can even click on back and it'll be where I need it to be. What I'm gonna do now is go to my section view and click on back here. And it's, it's, it's all about what I want to see and maybe it'd be inaccurate to the file. I'm going to choose that same scale, 1/48 inch to come out. Just select it and type in 48 here. And now I'm just coming in and moving over so I can see it. And it's actually pretty far out. So make sure you're on the right side. Okay. So select on that again, put 148 inch. Beauty of it again is like if you want to come here and maybe make a material for you can just draw a line for that hatch. But you have your sight line. Everything is all set up here. You could come in with your texts maybe to label some items like your pool. We could do that. It's fine as well. Maybe have a little bit larger size for some of these. We just do propose building. And people can see sort of that transition. And the great thing about this is again, this is, this is lines. This is, we can lock the view. We can come in here and if we want to just show the outline of it, we can trim in these lines to come here and trim that. If I don't want to show that, I just want to show that top of it. If I want to actually come down and maybe show maybe my footing here, I have that option. And I can just really go from there, just be like a full drawing set. And it's really cool to just add that level of detail to your projects. And obviously, which should a save this. Polylines are fun that way. This press Enter here and you can just take that and mirror that on it. Which so that's in your drawing set here. And you're just really sort of showing that. And you can always double down on this particular area and start drawing a detail here. You could even just be duplicating this view and maybe selecting one of these views. And whereas it's now one to four, you could say maybe you're doing maybe one to 12th or if it's a quarter-inch, half-inch where you're doing 1234. And then you could do like your wall section there. So all this is really valuable for something that you have that option to do. Right now you see that it's the loss of this, this detail here. You can come here and copy that back over. Right? So it's a really lovely thing where you're, you're able to add that detail to your drawing. That's all he put it over here and label it. You could do that on both sides. You a copy that same sort of view and ditches, pan over. Or you could just move this on over and then come back. And again, you could do that same element on the front and side view. Just be labeling each of those. Uniquely. We have this as our wall section. And again, whereas this was a finch, this actually is quarter-inch, whichever is best for you. As you're figuring out what's going on in your model and your design. It's a beautiful way to sort of start adding some detail to what you're working with it. So that was just a little bit of a bonus to help you visualize some of the things that you're working on. And also get started with doing dry sets. You can always test out and develop as you can take the advanced complete rhino guide. So we just go to the next level and all the elements here. I'm gonna go ahead and PDF this entire set out so we can get that nice and viewed just as it is. And we'll just get that started. 93. -Setting Up Layers For Printing: Now we're almost ready to print out everything. I just want to check everything looks One of the things that I definitely made sure for each of these drawings is to make sure to click on each of my borders from a viewports, make sure those are on the viewport layer. I'm definitely a locked, which would support the lock things as well. And save my views and my name with my named view command. So something like this side view. Really simply just save this as sight and makes sure not select anything when you're saving it. I could just call this site front view. Then I made sure that no other line that I didn't want to show, it's showing and if I saw something like maybe this blue line look like a baby that sketch line. But I don't need it. I can just take it out. It's very simple. And so I went also to my site plan. I have this setup with a renders style with the sun view. I made sure that the lines are going all show as black. I went through and made sure to click and right-click and just select all the layers except for my hatch boundary. So where I'm going to show my hatch boundary, I'm going to turn those on. And I can actually turn off, sort of go back to that layer state. But essentially I was changing up here so that print color and the layout color, which is called the detailed color. Also the detail print color. So that I will have the appropriate color for each one of these. And I wanted them all to be black if the ones that I'm looking at. So some things that are not visible, I'm not really changing so much. The same thing goes for the floor plans. I made sure my viewport is the right color and also that up getting the right color for all my lines. I just wanted to each one and made sure to made my appropriate black. I didn't change the color and sort of model, model space, so to say. But I changed my print color so that these will all come out as black. So everything should be good. I'm just going to print out from each of my pages and they will have a final set. 94. Exporting The Drawing Set: Okay, So I'm printing out and making sure that I have my vector output and print color option selected. And I'm just going to go printing for each one. I'm just going to label them according to a number. So this is going to 0 for click on this one. This will be especially everything is coming out nice and it is. So bo3. So this one has a lot more information. So of course it's going to take a little bit longer. Then I'll print this one out. This will be 0 to the more sort of vectorized or rasterize image. The long it's gonna take. Some things are gonna be in the view because I chose technical view, a wash or another option for printing out. As we look at the final view. Again, don't stress too much about sort of the, the look just sort of a let's say this checkout one thing at a time. So now I'm going to open that PDF. I have my final PDF here. I have mine main page, various nice sets in the possibilities for that design. Our second page, we're just looking at some of the sidelines and label my plans elevations. Again, I have my ten locomote on which choice for the line weights display I have my masking done on the site so you can see a slope, but it's not getting in the way of saying some of these. And also you can see some of the stuff on the inside. We're we're fine to change that. I'll just show you how to maybe choose another view type. And then we're looking at the page with our deck details. And it's also came up pretty nice. We can see that section. Again. You could choose to shade or do any other option was just sort of shown at basic one. And that's looking very nice. Okay, so now I'm here in the model and this makes sure that everything is showing in the right way. Just go ahead and do my print preview here and everything's here looking nice as well. So that the reload. Yes, for our flip and elevation, just one little edit. Be of course I chose a technical mode. But if you want it to come in, we choose another mode. You could be working on something like the shaded view. If you're saying too much or too little, is come back and change it so you will see less. I liked this mode. I'm a little less than a technical mode, which you could do. And your technical mode is you can always come in to your viewport. Will actually your your display options. In your technical, you can always duplicate it. You display modes. We just copy that. And because this is sort of showing hidden lines, we can always just turn that off. I made a copy so I would not change with the existing settings. And click Okay for that. And make that selection from my technical copy. And I can set that up for each one of these just to my copy of technical or I turn off those those lines. So that same thing here. I will recopy of technical where I've done my sort of custom edits. As I print this out. And I get to overwrite. Sounds like close down that previous file. We just select replacement. Well, and of course this comes out a lot. More simple, more nice. Anything if we feel there might be too much, but we can always just take it out. For instance, we don't want to share some of these. These are the window frame so that foreign oil window, we can always take that out. We can also choose the hatch, some of these elements if we want it. So I was just keeping a basic, keep it simple and it looks pretty nice. So that's a great set for your project. 95. Chapter 11: Rendering The Model In V Ray: One of the things we wanna do for kind of model is also to be able to nicely render it, obviously with the VRA. And so I've loaded the VRA menu here and I'm looking at the Asset Editor. And obviously I want to start off and gets some materials. For this. I will just do a render right now to see how things look. See it has a lot to be worked on. So first thing I'll work on his exposure. And I can change that by going to the camera settings. I'm going to go ahead and increase that Exposure. We render it because it's a small model. I can go ahead and do interactive render. Start to fix some of these attributes. One thing I want to work on to start with is definitely my site. I'll go to my materials. And just type in. Click here, type in grass. You select a simple grass and cosine. What I'll do is I'll set that to the layer of the grass. And so the way to do that to them, setting my typography and I'm just going to apply that to the active layer. So one problem is, of course the scale is all off right now. So there are two ways I can be working on that. I could be coming here and setting very simple. Click on the dropdown to the UV placement. Or I could change it to more of a 3D object space that affects the scale l. So 2D, I could just type in the numbers that will sort of scale that out a little better over the plane. Prefer object space for this particular element. Um, so that's my starting place. And then I'm going to come in here and add some more materials and work on the environment around. 96. Defining Materials And Environment: Okay, and we're gonna pretty much set each layer to particular set of materials. So one of the key materials, of course, is where we have set this up in a nice sort of workflow way. We have some materials for here. And this is a walkway. And we get essentially a set that to be the current layer. That's an architectural. And what I'll do is I'm going to set that material to a nice reflective concrete. Something like this is we find fly to selection and apply to, I really want this to apply to add two. Here will make this to apply to the entire layer of that active layer. That's the easiest way to do that. Our glass is definitely a maybe a sort of basic right now. For GH window. Again, it's converted allergy h, I'm going to leave it for now. I'm going to say that to my current layer. I'll go ahead and set that to a nice black coated glass. I'm going to add it to the scene and then I'm going to apply to that active layer. Now, my little panel, I'm going to make it more of like a little aluminum. So we have like some metals here. So maybe anodized dark gray aluminum. So what I might do is I might change that to be definitely a lighter material. So it's not too dark. Now for my my wall, I did want to make that a nicer color. Mixing my wall to something like a more of a stucco. Just click here and see where there might be a stucco. Let's really bright this the scene. And then I'm going to add that to the active layer. And again, I'm using interactive render. So it's nice when I get everything set up directly. Now I'm gonna come in here. We know that our door glass layer isn't set. So I can actually use that same glass that I was using for the regular coat. Back to later. I can make my door handle a nice matching into the window there. By the selection. We could even use that darkness to plants the door frame. So mayflies, metal, aesthetic. I can search it sometimes it's easy of course, just to make it active layer. Now I can choose also the object. I think this is obviously a lot more efficient there as well. Okay? We're looking at how this project is looking from different angles. Looking sort of nice distance, want to make my cycle to be a little more white, bright. Stand out. Then. I hadn't set my water layer either. So what I can do is for that layer, my pool, that the current layer, like I said, that is a water material. Just to seeing him. Again, that's gonna be my method, my go-to method. And what we can do is say what's in the model. We're going to see if we have a tile. Maybe we could use a tile. More of a larger tile. We said the pool based be more of a material like that. It's right now it's a pool concrete. Gets out of that pool concrete to be this nice tile to same and apply to that active layer. So obviously again, it's out of scale. So what we're going to make sure to do is preparing to go to look at the UV mapping and choose a 3D object. You see That's looking a little bit better. Stephanie, on some of those parameters. What does it take for us to see this properly? When it's not digging up? You have to definitely ask the question, why? If we do this regularly be channel, maybe just sort of like this by just multiplying this 35, 30. Nice at all effect there. And for our sites in check, check our grass. Testing out a little bit as well. So what is the feature that setting that up? When I use the channel is actually more 55, 55, going out with that one. Okay? So we have this nicely set up here. My background is not set up yet. We do have some options for that background. Currently, it's just like this gray sky, but we actually can come here and choose out an environment. A better background. We have a couple of backgrounds that are full of little bit like materials sort of menu. Let's see here. Even if we don't have any sort of background here, we actually can always go to get one from the cosmos. Cosmos. Just let that load material connected Internet. We can look for an HDRI background. We just set a morning, maybe. There's actually some darker ones. Sky, maybe sunny. The keyword that we would use. We see a way to a nice one. We'll scroll down. So HDRI is this actually is going on here actually. So we're applying that, we're going to add it to the model. For our background. We like that. There's a couple of day they settings. You click on it. You also get to see some more information about it. The vendor who is buying. You can choose to see somebody. Maybe examples showing an action. My connection's a little bit slower, okay? Yeah, this is some of the visuals of seeing this in action. So I definitely, that'll be great to add to the image. So what I'll be definitely just testing it for. Where can I place it in the model environment texture, which you probably see when you download it is because it is a cosmos v re, implement. That it will actually populate directly into the model. General the sites of really nice. I can always overweight if this there is a download with guys go into sun, sun mode. So the V rays responding to our sun, a model side. I could select a letter like an input that sky. And so the default location for this time in the day, different time of day. So our site sort of has to be a little later to figure this out. So there's my 11 in the day. Maybe for that reason I'll turn down the exposure so I can avoid getting our sort of turn up the exposure. So yes, there's a nice view because you can see that the reflection in the pool. And this is downloaded into the site. In general, for the texture mapping to be here already. We can just now we have del 20 here, should be able to go in. And in our environment. Set that. Instead of doing this one just from our settings, just clear this one. And then now just set it up with one that we want. And we'll choose material as the sky model environment sky. We can noises, copy it. Choose this one that we have here. Paste as copy. It has it is in the process of downloading. That's our only thing. If your Internet connection might be slower time, we might just be working on that. So what I'm trying to copy is my day 20. And it'll make sure that that's the setting we're using. Okay. So I'm not certain amount this is setting it up to this day 20. Okay. Yeah, it's set up to that. Okay. So one of the problems that I am sort of thing still is lacking a little bit of the infinite plane. So that we have a site. It's order is trimmed off. So infinite plane still could be very valuable to us. So infinite plane is where we'll just add a level in the model. And I would set it to the material to be my grass. And i'll I'll lower it. So it's not going to conflict with a topo. Okay. So that helps me out a little bit. I'll go ahead and close this. Close this. So you've seen that the model is looking pretty nice. It's much nicer contexts there. I can zoom out a little bit so that it tried to get a better render here. So be careful about touch anything. Like I said before, it'd be nice to get some, a few materials in here or like objects. So if I just in case my Cosmos is a little bit faster, I'm gonna go, I'm actually going to turn off. I've rendered everything that's doing a great job. But we can choose a couple of nice trees that go on here and maybe some lawn chairs. I'm going to go ahead and set those up. When I go in here. I'll just put up poachers, poolside. What options they have for us. We have some nice sort of umbrellas. We want to use. Chair lounge. So it'd be nice, Go ahead and favor that. And we have some nice choose to be around here as well. Thank you. Chair would be sufficient for elements that had to be put out here and I'll just place them here in sight. What I'll do, I'll make a sort of a furniture layer. We can go ahead save this for now. 97. Real Time Rendering In V Ray Vision Render: I'm also decided to go to the revision. We just double-click on the revision just to get started here. We're loading up the model because the C-out is more live contexts. Every are pretty nice. Excuse my directional keypad to navigate around. This come down a little bit. Move around and maybe will just slow down and mouse cursor. But it's beautiful way to see the model is really simply lower that let's be a little bit. And these can be blind to the model. Lifted up a little bit. Beautiful. Again. For your rendering purposes. You can just do a screen capture application and get that visual. There's a beautiful them. Another way to experience your model, you can always click shift and down to lower that exposure for this guy as well. So that's another useful thing to be working on. It's beautiful weather. Do model. Visualize everything you ever wanted to do, your exports. You just click on here and just select your path. Maybe just use your size from here. So I prepared here, I have a couple of locations that I get there. Do you put it here? This could come in here and she's rendered folder. Just to cite winter holiday, do is click Export, Export, maybe that high res. So that picture, it's looking really cool. 98. Adding Site Entourage: And so now what we can do is Sherlock the typography so that we can be too much problems with that. I'm noticing for the view that I can improve this view. A little bit ways to go back to the named view and go ahead and click the view by looking. Maybe do more if you like this video a little bit better. Now we're gonna go back to render again. And we do is that would be valuable to maybe see a little bit more suicides. You sort of planning, review a little bit. And so we also add people were just like a beer. People that we had to be gentle people. Oh, go ahead. As all of those stop it from running a little bit. I did want to ask them to put them just enjoying the view, walking around the site. Just make a new layer for people. Close that. And perspective, view. I'm actually just going to reset it when I'm finished. I'll just be asking people out here because he would join the site, maybe find some people who had to be fit. If we have a nice little couple there, click on this degree. She got the right to access nine degrees. Maybe. That's a fine a kid playing or something. Or just maybe kids will be fine. Kid. And he's come back. See here. So just download them. If you looked at your job here, is to just have a couple of walk me out and join here. No, it's a nice pool but some below professional with what I'm putting in here, I'll put like a sort of furniture contexts. You put a little table out here. I think that I do that the furniture around and sort of outdoor furniture. Like a little, nice little table here. So I'm a little bit of a different sort of aesthetic. One place for dining and workplace for some of these, these, these items, It's no longer chairs might also be value, but on this side, this one right here, this is nice as well. That that chair could be around this element. Instead of just rotating a little bit. Just make sure they're on the right layer. Also the right height. I'm just lifting up. So it's obviously on the site located. These monkeys have like a set of options. I mean, talking about the site to be like a variation of these sort of things. And we see that modeled for the child is there. And we'll just go back to the downloaded. And it's just the people. Yes, I'm going to be they can either sudden there may just be enjoying this side a little bit. So you just return back to attach original view. Full view. Just have a little more contexts involved. Render this does have a spirit to the image. Chairs. I have to do a few things here. And also for for context stake again, I think room to move this image over a little bit. The one way to do that as the sort of widen it a little bit. The name views, save it and update that. So why isn't it just a little bit presenting? There's always either just always can be a little benefit of adding a few of the plants to the model as well. We just went over it one more time. And obviously, if even as the color of the facade is, if that's not enough for a new, if we're talking about how do we want that stucco to look? Sometimes people wanted to be like more glistening white. That was come back in here and put a gun to it. So my my color, my patrolling on this color, all the way white bitmap. And really, really going to be affecting that original file for this is a bit darker in general. So why do my color offset come back? Get more of a glistening white as opposed to the color we have. You know, again, you want to go from a lighter aesthetic. You can also just go the opposite direction wherever we could to really try to get darker as well. Whichever one will look the desk. Try that as well. But I think it wasn't my work here in just one little brighter. Yellow. This is sort of a sort of basic quality renders want to go a little bit higher. You probably come out and just go back. And if we're happy with all our settings, who just come back here and maybe increase that quality a little bit and change the output size. 600. Now, it's a little small. I'll probably turn on my warm winter. So when you're faster and I'll go ahead and change my size. 1,600. Wonder then this is definitely going to be a higher-quality render. I take a little bit longer. But now it's using the Cloud to render as well. So. 99. Chapter 12: Course Conclusion: Congrats on finishing this complete rhino guide, where we've gone through the basis of geometry, creating a subluxation projects and correct a lot of really fun things that you can do in the program. I hope you've definitely taken notes and had fun as we've gone through making some really cool geometry, working with scripting, modeling, design, and just really figuring out how to work and create excellent things with this program run out very powerful. If you want to take and develop your skills, you can go ahead and look at my shark profile for more courses. I appreciate it being your teacher, and I'll see you in the next class.