Grasshopper Kangaroo Tutorial (Soap Film)

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hi welcome to biometric house today we want to model this soap film mesh by using the kangaroo plugin and grasshopper and i'm going to teach you how to use the edge length and the soap film combine to do something like that you can see i can change the results by changing this box simply by changing the dimension of the box we're going to model that in rhino and then bring that into grasshopper i can even play with the edges for example i can rotate this maybe 10 degrees and this edge minus 10 degrees you can see that it's going to give us a new result we can even change this edge bring it a little bit up and maybe bring this edge a little bit down so i'm going to play with that and you can see that we can update this uh somehow using the super film mesh to produce this relaxed mesh and grasshopper using the kangaroo plugin so be sure to watch the video till the end because we're going to model that from scratch and just using a simple box in rhino uh okay let's get started from scratch first what i wanted to do is to model a box let's just get it started from scratch and i'm going to model a box in rhino we can go here and use this box corner to corner height and draw it right here like this we can get rid of these faces here and produce the base mesh so i'm going to use the ctrl shift and select these faces and delete them now we have this b-rep polysurface we can use in the kangaroo plug-in okay let's go and in the palms menu we can have this one b-rep as a boundary representation let me put the bifocals plug-in so you can see what i'm doing and we can simply just set this to this b-red okay now what i want to do here uh let me just turn this off because we're going to change that later but now it's just a simple box uh we have to use the kangaroo to plug in after installing this kangaroo 2 you will have that here the kangaroo 2 tab and we're going to use the main balancing solver to see the results while the mesh is relaxed so i'm going to use this bouncy solver and here we're going to use that so we have to define first of all the goal objects what is the goal objects and i'm going to explain them step by step how we can get the results before we do that we have to have a button here so it's a button you can also find that in the poems menu and the input you can see that button and we usually use that reset button to reset the results to get the best uh visualization of it we also need to put this it's by default on so be sure that the kangaroo will continue to iterate so that has to be true okay that's all what we have to do we have to give this goal objects the inputs and we will get the outputs here which is the relaxed mesh okay first step is to work with the mesh because uh kangaroo works with mesh when we use the kangaroo plug-in we have to work with mesh so we have to convert that into a mesh how can we do that you can see actually what we have here is a nerve surface the best way you can do this is to go to the mesh section and utility i'm going to use this mesh surface tool what is a mesh surface a mesh surface will give you a converts a nerve surface into a mesh for example if i had a simple nut surface like this surface you can see that this is going to convert that into a uv count mesh that is for a simple nerve surface you can see that it actually accepts a nerve surface but the problem we have here is that this is a polysurface i mean if i give this to a mesh surface it's going to go red because this is uh basically let me show you it consists of three different nerve surfaces so how can we fix that we have to convert that into uh nerve surfaces i'm going to go to this surface part and use this deconstruct b rep here and let me just disconnect this one you can see that we have three different faces so i'm going to bake this so you can see that we have converted that into three different surfaces the next step is that if i give that to the surface for example let me just show you by giving it a count seven for the u count and five for the v count there is a problem here let me change this to these numbers for example if i go here and change this edges it's going to give you what's going to happen okay take a look at this when i move the edge from a box the number of the division is different in the uv direction so the problem is that this mesh is not going to connect we have to connect this mesh together to make a single mesh and this is not what we need because the edges has to be underneath the connecting edges so how can we fix that that's really easy let me show you a trick you can always use to fix that uv problem so what i usually do is to go to the surface and in the analyzers i will use this dimensions tool here we can find this dimensions and we'll give it to the surfaces you can see that this is going to give you the approximate dimensions of the surface so this is actually not the exact length but what is important is that these numbers will help you to get a good uv count let me show you by giving it a panel and if you look at this there is a 91 happening here which is also happening in the v dimension actually if we multiply these numbers with something for example if we multiply by that by 0.1 it's going to give us something like this 449995 this is the trick you can use to have a good uv division so i usually go to the math i use this multiplication to multiply that and multiply the u division uh let's just say 25 based on your project remember that this number has to be uh changed so i'm going to give that to the u count and also we need that multiplication for the v division the v count okay that's too much we can just decrease that and you can see that we have a nice smooth mesh in the polysurfaces which we can connect later that's the first step okay the next part is that this is three measures we have to convert it into one uh if we go to the mesh there is a utility uh called mesh join here we go let's join you can find it here but the problem with this mesh joint is that it's going to give you one mesh just show you but the problem with the kangaroo tutorials is that this mesh is not actually the mesh we want to use because it's not somehow welded together we have to weld that so it's a complete unified mesh instead of this mesh join i'm going to use the vivo plugin be sure to install it and in the extract you can see that this aviva uh riverboats join meshes and welds that's the exact thing you need and we're going to use that mesh weld and go to the weld set this to true okay what do i mean this by welds just let me show you here just take a look at these two different meshes give this a panel and this is the welded mesh okay you can see that the vertices is decreasing from 120 to 104 that means that it has less vertices and the faces is the same so that step is necessary to make that unified mesh happen especially for the vertices that this is giving you extra vertices it's going to give you errors so i'm going to use that mesh and the okay let's go to the kangaroo plugin the most simple step you always want to take in the kangaroo is to show your geometry so i'm going to use this show give my mesh to the show and give that to the goals objectives objects that's going to give you an output of the mesh right here and it's going to give you the output after you reset the results we can just turn everything off and only turn on the bouncy solver so this is actually giving us the update if our algorithm is correct or not or not and kangaroo is working fine okay the next step is to i mean the next goal object for this one is uh if we want to make this a structure it's really important that we fix these edges i mean these edges has to be fixed just think about that this edge has to be fixed so if it relaxes it gives us a complete soap film like mesh if you look at let me just show you this with a google uh image search okay if you take a look at this image you can see that this is actually what we are doing we have to have this fixed edges around here to get this results so we're actually focusing on this you can see that i've searched minimal surface soap film and we will have that results you can make different results with different geometry but for this tutorial i have picked this one for you okay let's go and make these vertices fixed so when you want to make a series of vertex fixed you have to go to the goal points and give an anchor so i'm going to give an anchor here and use the shift key to add that up remember to right click and flatten so all of these goal objects go to one and if you don't know about flatten or graft you can watch this tutorial up here i've explained that before uh okay we have to give this point this is really easy uh what we have to do is to pick up all the edges right as i explained there's a cool trick you can use the kangaroo plugin to do that in the mesh section uh there are lots of tools you can use but what we want to do is to use this naked vertices and what do i mean by naked vertices okay where did it go if you give the mesh to the input you can see that it has two set of points let's just connect a point to them there is clothing points you can see there are inside a mesh they don't have an edge and they are connected together but the naked points is exactly what we need why is these points not naked because they are connected with other surrounding points but these points you can see they don't have an adjacent point so that's going to be the naked points we need and we can give them to the points here you can see that that's nothing is happening here because we just defined an anchor and nothing else okay the last part so remember the first one is to show something the second part is always remember to define the anchors because how it's going to stay is really important and the third step is actually free for you you can do anything for example what i want to do and i usually use for relaxation of the mesh i go to the goals mesh and use this edge length why because it's actually going to convert your mesh into something with a spring-like edges uh i mean it's going to convert each of these edges into a spring okay so it's going to convert them into a spring and they're going to be relaxed by the results so i'm going to go to the uh gold mesh edge length and give that to my mesh remember that this is let me just put that in a mesh container so you can see that this is actually the mesh we need here it goes and that is the first step the second step and the third step is going to be here right here okay for the edge length when you want to relax the mesh remember that the length factor has to be zero because you want to relax them it means that it's trying to uh at the target edge length okay let's just zoom in of the current length when you put a zero it means that it's trying to uh put those springs under tension and those things okay so we're going to use the shift key to add this up here also okay just turn everything off and only see the bouncy solver okay you can see that if i put that into a reset you can see the results that's really cool if i uh what if we want to change this box and see the results at the same time there's a trick you can use you can simply move your box or your geometry you can use it to find the move in transform including here okay and i'm going to move that in the y direction a little bit so i can see it up here why not i'm going to move that 25.25 maybe more we can give that number slider more flexibility okay and use that instead why not and turn everything off so then we reset this and you can see that we can change the results okay uh how to get rid of those points and only get the meshes i'm going to turn that off in the output here you can see that there is a mesh some nulls and then line we just need this mesh so i'm going to go to the sets and use this list item to pick the first one so i'm going to pick up the first one that's exactly the mesh we need okay now we can change the dimensions you can see it's going to update the results uh we can even use the control shift to pick up these edges maybe we want to rotate them to make something like this so actually you can play with the edge ctrl shift edge rotation maybe 20 degrees this time too much that that's okay minus 20. and now we can just pick up these two edges and scale them a little bit and you can see we can also uh take this edge move that like minus 10 repeat that edge and move that plus 10. okay and maybe we just increase this move okay where'd it go move that a little bit in the y direction and we're good to go you can see that we can make this happen and reduce the results let's go back to our tutorial and that's how you can use that edge length to produce the results the next part is to go to this kangaroo two and in the meshes we have this soap film it's going to give you an extra tension on the meshes so i'm going to add this mesh here and also play with the strength if you want to but one is fine i'm going to use the shift key to add this up you can see that i can click that into a box bring that up okay again i just uh give the box to the input and you can see the results here simply giving us the results uh you can also use this edge to scale it if you want to and make it like that where you can play with the inputs okay that was the soap film also strength you can add remember that you can even increase that maybe like 2.2 but uh be careful about this even increasing that too much is going to ruin the results you can see that if you want to have better results you have to increase the multiplication uh maybe just increase that and it's going to take a while to get the results so remember that don't increase this strength too much it's going to ruin the results so just reset this and you can see that we have this nice smooth result uh we can just simply bake this and close the grasshopper and we will have this in rhino let's just fill in and watch it like this okay if you want to learn more about and play around with this uh convert that into a pavilion i'm going to extract all of these let's just take a look at this if you look at it from top you can see that these curves are a little bit out of plane so in the advanced lesson for the course members i'm going to explain how they can convert that into a plane curve and then make a loft from this surface and then convert that into a complete properly using the launchbox plugin so if you want to learn more you can enroll in our course you can check powercourse.com for more information [Music] [Music] hmm [Music] or you can even download this example file from our website it's uh the advanced lesson is underneath this lesson too okay i hope that this tutorial was useful remember to like this video so other users can see that too and youtube suggests that video to others and also share this video subscribe to our channel uh thanks for watching being with us uh and see you next time bye [Music] you
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Channel: Rhino Grasshopper
Views: 7,644
Rating: 5 out of 5
Keywords: grasshopper kangaroo, kangaroo grasshopper, Grasshopper Tutorial, Rhino Grasshopper, Parametric Architecture, parametric design, rhino architecture, grasshopper architecture, grasshopper anemone, easy grasshopper tutorial, grasshopper tutorial for beginners, Soap Film, Kangaroo plugin, Weaverbird plugin, Lunchbox plugin, parametric design grasshopper, parametric architecture, parametric architecture rhino, parametric modeling, architecture, grasshopper3d, algorithms
Id: -VagvK9CIK4
Channel Id: undefined
Length: 22min 6sec (1326 seconds)
Published: Sun Oct 18 2020
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