Rhino 3D Introduction for Architects - Full Course (2023 Update) - Part 1

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello hello hello and welcome welcome to introduction to Rhino for Architects a little course that's done by me guidelmanas caridakis and I will be your teacher for this whole course trying to introduce you to a punishing but also a beautiful and rewarding world of creating architecture with Rhino this course has been crafted with the assumption that you have no prior experience or knowledge of rhino but at the same time I expect that you have knowledge of the most basic two-dimensional drawing and three-dimensional modeling principles at least that so either way enough blah blah blah let's jump right into it okay so let's talk about rhino rhino is primarily a 3D surfacing software surfacing is the key word which meaning that all tools revolve around this extreme Precision of curvilinear surface creation manipulation and documentation right so this means that in the primary user Target of rhino are product designers and vehicle designers so you shouldn't get discouraged by this you can always think of a building as a really really really slow car because both have exterior envelopes they both have interior partitioning they both have cladding they both have the inner systems assembly procedures that all need to be documented somehow and explained properly through sets of drawings right so the benefit is that with Rhino you get an architectural modeling software that is punching way above its weight in terms of geometry manipulation and creation right the drawback is that it's a quite a generalized tool meaning that design documentation capabilities of software that's focused on architectural designs such as archicad or Revit would be much more straightforward compared to that of rhino right in this course I will be guiding you through all of the different stages of the design process of architectural design process which will include design documentation right and by this I mean drawing creation just so that we're clear so we will have plenty of time to want to talk about this some more right for now let's let's start simple let's start with a UI or as I'm recording this right now move the current version of rhino is Rhino 7 actually and it's this version right here that that you see on the screen and let me expand this rhino 8 is currently being worked on and I will touch upon it a little bit because there are a few distances now I'm switching between Rhino 8 and Rhino 7. there are a few distances with user interface between them but the primary software on which I will explain all of the tools is going to be rhino 7. so here with the random seven if you if you already know let's say AutoCAD AutoCAD would be a great great software to know in this case um you can see that in the top we have What's called the command line and the command line is something that is very much used in rhino when you want to go really quick with the with the tools so I can type in for instance PT or Point rather point and now it's running the point command for me right so I can place the point here whatever wherever on the screen um it's the same thing exactly the same thing as me just clicking the point icon right here and placing the point it's just that with the command line you don't need to go through all of the different menus all of the different sets every single tool every single manipulation like tool can be accessed through the command line right so that's important to to note another thing is this ribbon menu here in the top you can see that currently we're in this let's see right now we're in the standard tab right and the standard tab contains all of the different um kind of icons or tools that you would use as a that are most commonly used let's say by the by the Rhino users such as open a new file or create a new file save a file print a file blah blah blah all of these I will not be going through them um exclusively right now we will cover them once we get into the tools category of this course but just to kind of keep it simple you have the this ribbon menu where you have different subcategories of different tools and right now I'm only talking about the horizontal portion I will cover the vertical portion in just a second so we have the standard tab that is the most used tools contains the most used tools we have the C planes tab which basically contains the orientation all of the ways of how you can manipulate the orientation on which you are drawing or the orientation of your model then we have the view tab which controls of course the camera the camera positioning the display tab which changes in which you have all of the options to change the way the geometry is displayed previewed selection tab you can select different types of geometries with this this one and also you can for instance undo the previous selection so if you've selected something and accidentally unselected it you can reselect it by clicking this little button right here actually a very useful button again we'll cover that in a bit viewport layout that is just you know what kind of a different type of a viewport layout do you want do you want to have one single screen maybe four screens maybe three screens you name it you can choose right then we have visibility hiding and unhiding different types of different geometries within your document you have transform tab which is basically moving things scaling things making things bigger or smaller copying things right so everything that is handled like that is handled by this little Tab and these these all of these tools right here curve tools uh well it says it itself everything that has to do with lines and curves uh surface tools everything that has to do with surfaces uh single thickness surfaces mind you important to note right so no no volume just a single like surfaces that don't have any set thickness solid tools which has Z thickness you know like um volumes that are enclosed sub D tools this is a new type of geometry that was introduced in Rhino 7 and that I am a very big fan of and we will be covering what sub D is in future how do I say chapters chapters future chapters of this of this course but basically subdue tools and solid tools are quite similar in their way but also subject tools are quite similar to mesh tools meshes are something our pieces of geometry that are made from triangles and quads I assume most of you know what meshes are if you don't I strongly suggest just typing in mesh geometry and quickly in in Google and quickly reading about it is quite easy to to comprehend it's just basically a mesh is the simplest form of 3D geometry representation through sets of triangles or rectangles or both there are also n-gons but we're not going into that territory so mesh tools you know like simple geometry manipulation in architecture by the way we almost never use meshes so this is only going to be useful if you're planning on 3D printing things and so on then we have rendering tools we don't render in rhino ever no bad idea unless you have like a plugin such as a v-ray for Rhino that that's a pretty good one then of course you can render but the default render engine as it is right now is too weak to produce proper architectural renders and also too unstable so ignore the step this tab doesn't exist drafting measurements line types line weights everything text and everything you need in terms of drafting is going to be located here what's new in version seven that's I guess pretty nice but I'm not gonna talk about it it's pretty much self-explanatory and I have two more tabs here that you probably don't have D5 converter that is for exporting the scene into a D5 render by the way free render engine that's that works really great uh check it out uh and section tools right so section tools is a plugin for Rhino that's helps you create um custom not custom but automate the section process of architectural designs I might cover section tools a little bit later in this course so those are the tabs that we have here in the top ribbon then we have this little oh sorry one more thing that almost forgot almost forgot to mention these tabs as I'm switching through them notice how most of the time these tools on the left hand side they stay the same right but immediately as I jump to solid tools surface tools curve tools these start changing to a different type of a um tool set so you can think about these tabs in a way that you're changing modes of how you work with rev with Rhino through changing these tabs right so as you change to solid tools you're it's as if you're saying to Rhino I'm now going to work with solids so please present me in the horizontal menu as well as in the vertical menu please present me with all of the tools that we have that deal with solids hope that makes sense so we have that so this is interactive as well for now I'll stay in the standard tab just to kind of finish up explaining the user interface um on the left hand side and the top I have something that you also probably don't this is from a plugin that's called v-ray for Rhino it's a 3D rendering engine for well not just for Rhino for 3ds Max like it's it's out there it's there's also v-ray for Revit I believe um I just use it for architectural visualization it's fine but we I will not be covering this uh this portion in this video then I'm skipping or actually I'm not gonna skip now I'm going to actually uh show you the viewports so these are called the viewports and we have four of them if you want to maximize either one of the viewports Because by default we have perspective view top view front view and Right View right you can zoom in and out and then with your scroll wheel you can in the perspective view if you want to rotate you just right click click and drag right click and drag so you rotate around zoom in zoom out if you hold down the shift key shift and right click right click and drag your panning The View if you're just in the so this only works in perspective view in orthographic view to pan The View you just right click and drag and holding down the shift key and right clicking will not do anything you you are still panning The View that is because you can't rotate a projection based to your such as top or front right it's impossible to rotate it uh so those are the viewports if you want to if they are too small let's say you're working on a well most of the time you're actually working in one of the viewports not four of them at the same time so if they are too small you just double click on the name of the viewport that you want to enlarge double click and then it makes you know that viewport full full screen right you're working you're modeling blah blah blah and then you want to jump back and look at the let's see the top view you double click the name of the viewport again in this case perspective and you're back in your top let's see the top view or the front view and you can kind of jump between the viewports this way by just double clicking their names okay hope that helps out hope that makes sense then we have the view uh or not the view we have the all of the tabs here on the right hand side right so to explain what these do I actually kind of want to have at least one piece of geometry inside of my Rhino file so I'm just going to create let's create a point so a point is created make sure that you're in standard Tab and click the point object right here single point right here or you can alternatively just type in point enter and just click anywhere on the viewport doesn't matter in which viewport you're creating it click anywhere and you just kind of place a point right here so if you don't have anything selected so the point is placed right but just don't make sure that it's not selected so click anywhere else on the screen so that nothing is selected if you don't have anything selected on the right hand side you will have these tabs that are properties tab if you hover over them it's going to tell you what these are properties tab layers tab rendering tab again we don't do rendering here materials tab we sometimes play with materials that's fine libraries tab so materials that Rhino has baked in into rhino help the app help is actually very useful I'll talk about it in just a second display tab you probably don't see this I will show you how you can see this and notifications tab so you have this if you don't see display tab or if you want to have more tabs right here you can always click this wheel gear is it a gear gear icon right here which will open up like this drop down list of different types of tabs that you can um just place and or Arctic Mark in this case so for instance I can tick mark my I don't know uh Sun tab so a tab that controls the Sun so in in that regard you can enable your display tab to be there so that you have exactly the same tabs as I do let me actually get rid of the sun tab because it's just in the way if I need it I will just type in Sun like the tool here then anyway if you don't have anything selected and you're in the Let's Talk About Properties if you don't have anything selected and you're in the properties tab then the settings that you will get are going to be the settings of the viewport itself so here you can see that it's a perspective viewport this is the size of the viewport I believe if I yeah if I expand this the size changes to be bigger it it's basically right now giving you a perspective type of projection you can change it to parallel to make it axonometric or orthographic if you wish or isometric isometric right to make it isometric but I prefer to model with a perspective view it distorts a little bit less and you even though you it's harder to tell which lines are parallel and which ones are not but it gives you a better feel and understanding of the forms that you're creating then we have the lens length here so the lens length basically controls um the Distortion right the Distortion of the lens so if I were to actually we'll talk about the lens length later just know that the larger the number here the more excellent metric let's say 150. the more axonometric the view will become the smaller the number you can kind of see it by the grid right the smaller the number let's say 10 the more sharp and the more fish eye of a lens you're going to have right so it's going to be wonky uh the default is 50 I think 50 works really great for modeling sometimes I change this to 70. when I need it to be a little bit more axonometric rotation I never mess around with the rotation unless you want to have a very bad Time 3D modeling so keep the rotation please keep it as it is keep it at zero um we have the XYZ location that's the location of the camera the current location of the camera and this is the distance at around which the camera is rotating right so you can technically place the camera wherever you want right um and it's just going to be yeah going to be placed there whatever um you can also mess around with a Target location right here so what the camera is looking at uh so you can place the target you know right onto this point for instance um then we have wallpaper uh we just say that it's oops sorry we just say that it's uh Untouchable and you should not mess around with it because it's um you can really kind of mess up your your viewport if you start playing around the wallpaper it's a backdrop it's whatever you have in the back keep it empty keep it clean alright if I select the point I just click it or I can drag around it if I select the point then I get the properties of the point right so it changes from the properties of the view to the properties of the point so here I can see one second I need some coffee we're good so here I can see that the type of my geometry that I have selected is the point it doesn't have a name but I can give it a name Bob sure my point right here is Bob the layer in which it's created is the just black colored layer default its display color is inherited by the layer it's line type if it's a curve would be inherited by the layer so you control it through the layer properties print color by layer print with by layer this is exactly how I want it I want to control everything for printing out through layer properties not through individual object properties right then if this was a three-dimensional object you could adjust how precise how accurate the preview of that object is right here since it's a single point this setting is grayed out would you like it to cast Shadows yes or no would you like it to receive Shadows yes or no it's a point it won't do any one of these things but it's good to have a um you know for for more advanced geometry which is good to have this this option here um in terms of iso curve density I will show it to you once we start creating surfaces is basically how many um lines on top of the surface do you show to showcase the curvature of set surface if you want to match the properties to some other object let's say one one object is red and this object is black and you want to make this object black red as well then you can match click the match and select that object 2 which you want to match the properties of this one we usually don't do that since we're controlling everything through layers so we control the properties of the object by just moving them to their respected layers which brings us to layers the the layers menu or layers tab I should say so in here uh it works in very very similar way as AutoCAD it does right we have a way of how we can create a new layer and let me create one and I I'll call this uh big Bob Big Bob layer right and let's make one more a small Bob or a small Tim small Tim right we have big Bob and small Tim we have two layers created here and we have options for them before I do before I mess around with the options understand that there is a possibility to create hierarchy for these two layers so if I want Big Bob to be like the main layer and I want small temp to be a part of the Big Bob group I can just take this layer and drag it into um the Big Bob right so now the small Thim layer can be a little stupid it's stupid naming why am I doing this let me create a new one and let's call it window window layer and I'll create one more and call it frames so window frames foreign and one more layer and call it glass right so I can't take frames and put it in the window layer and I can take glass and put it in the window layer and now I have the main layer that said that's called the window and it contains two sub layers that are called frames and glass and let's say the frames layer also has a sub layer by the way you can you don't need to really drag it you can always click this new sub layer icon right here that creates a sub layer within the frames layer called let's say screws right and let's say within this another sub layer that's called aluminum profiles aluminum aluminum I don't know um so screws on profiles right so you can see that now everything lives inside of this window layer expand it there's the frames and the class and I expand the frames inside of the frames layer I have screws and aluminum profiles in doing so I can um how do I explain this I in doing so I can control I can control perfectly what um which geometry is where I can show and hide different parts of the window very easily with this whatever you call it the light bulb with this light bulb icon I can lock let's say I want to lock only the screws so I'm I can't select them in my viewport so I can lock them by doing so and I can color things differently so the hierarchy is very useful when working with rhino and we will be using it quite a bit and the future chapters of this course so let me delete that and let's just create two layers one two first one is going to be called red second one is going to be called Blue and I'll make one more point right here single point bam like that so I have two points so first of all I want to color my layers right I want to color the red layer red so I will just click on this black rectangle right here and I'll choose the red color or you can choose it from here hit OK and now it's red I'll do the same thing for the blue one blue click and it's blue now you can see that since for some reason I this was my active layer so let me fix that so to be able to move a point into either one of these layers I need to select the point that I'm going to be moving like that right click on the layer let's say red I right click on it and I choose change object layer and now it lives inside of this red layer for blue I do exactly the same thing I select the other point right click on the blue layer change object layer and now it's inside of the blue layer right so I can hide and preview that those specific layers I can lock them if I lock the red layer and I drag around both of these points only the blue point will be selected because the red one is locked I can't select it right if both of them are locked I can I can't select either one of them like that now I can select both right so I can hide I can unhide I can lock unlock I can change their color I can also change the material of them but we're going to skip over this because rendering again bad we don't do it instead let's talk about line types or actually with points I can't really show you the line types and we still haven't talked about different types of geometry that you can create so this would be kind of skipping ahead let's just say that you can control if it's a dashed line or a solid line or a double line well maybe not a double line but a thick line with the line types you can control how what's the color of it being printed out should it be printed out as red and blue or should it be printed out as black and what's the thickness of it being printed out so print with those are the settings okay I'll skip ahead because we don't want to deal with that right now um you can delete the layers you can move layers up to reshuffle them or not reshuffle the restructure them I guess uh you can if you have if let's say you accidentally drag the red layer inside with the blue blue layer right and you don't want to have that hierarchy you can always select the red layer and click this uh wait yes click that red icon right here and that is going to kind of collapse the family back into separate individual layers there's also ways to filter out the layers um to to select all of the locked ones all of the unlocked ones and so on but we will not be dealing with that right now um I don't remember the tools I never used the tools there is nothing that useful inside of the tools nope we will not talk about that that would take too long and it's not that useful okay then then that's it these two Tabs are the most important ones on the right hand side everything else is very Niche and we will talk about the remainder of the right hand side once we actually need needed because it's so yeah it's so niche oh slowly slowly moving through it okay so now in the back uh back portion or lower portion of the viewport you will notice this XYZ icon right here so the XYZ icon shows the orientation of your camera or the actual the angle at which the camera is moving or looking at the world this really helps you understand if you are upside down or not because for new users you you will end up being upside down more often than you think so if Zed is looking down just hold the camera so that that is looking up besides that that's just a nice way of orienting yourself right uh you can also look at the grid here the green axis right here always is the axis that is looking uh towards the Z Direction the red axis is always looking towards X it repeats for every single view but please note that in the top view top view and perspect perspective view by default match up and directions while the front view you can see that the grid is um tilted right because we're looking at things from the side right so it should be flat but it's not it's actually tilting and we're looking at still at the planned projection of it um so now the green axis is z and not y right it's a so here so keep that in mind what else oh yeah and in the Right View it's z and y not this is at an X this is z and y all right so then in the bottom here um You probably you might not have any of these um bottom buttons selected so I'll quickly guide you through them and explain you explain to you what they do so first of all um let's go to perspective view um this is your coordinate system and basically where your mouse is within said coordinate system so let's go back to perspective and let me move my mouse very close to where zero zero zero is notice how the coordinates are very very small right in the bottom left right here they are small when I have my mouse right here the more I move along the x-axis the larger the X number is getting but the Y is not increasing but if I were to move it now along the y-axis the Y is increasing right so it basically just shows you the position of my of the Mouse um even if you have it rotated like so and you have your mouse somewhere here it's going to project the mouse straight downwards uh onto the grid so it's it kind of is get guessing where you expect the mouse to be and also it's it kind of shows you where a geometry is going to be created if you decide to you know just start drawing let's see from here um and that is zero right because it's snapping to the ground then we have what's your units in which you model right now we're modeling in millimeters if you want to change your units you can by just typing in units this menu will pop up units this menu will pop up where you can change your model units from millimeters to whatever you want um parsecs or light years for instance why not the world's your oyster [Music] please don't um so millimeters is fine absolute tolerance 0.01 units anything lower than this anything lower than 0.001 millimeters is going to be considered the same within the same partition of the world so this is basically how accurate you're going and I would argue that you don't need to be more accurate than this when creating architecture angle tolerance 1 degrees um or sorry not one 1.0 that's important um that means anything that is lower than one let's see if it's 1.01 degrees of misalignment it's going to snap back to 1.0 that is good that is fine that works for us then display Precision this is how accurately the screen displays your model uh three digits after the comma is excellent and we use it we stay with it it's okay so just note model units millimeters um you can change to any type of unit you want we stay with millimeters though um this is the layer the current layer that you're using your active layer oh I forgot to mention under layers if you want to change your active layer to be something else you just double click on that layer right like that you just double click on the layer any changes or alternatively you can click here and change it to red default or blue from here then we have different snapping options and different kind of just toggles here in the bottom of the line grid snap basically um yeah so with grid snap turned on if I were to create one more point and zoom in to the grid you can see that it's snapping to the grid cells right so I can't create a point anywhere else than on the grid I hate it absolutely some people like it I absolutely hate it this is a recipe for disaster because the grid snaps to one millimeter increments meaning and it sometimes overwrites the let's say end point to end point snap meaning that it's a recipe for disaster when things are just misaligned by 0.1 millimeters or sorry um 0.17 one millimeter right it's not good uh for architecture don't do it just don't grid snap have it off all the time and make sure that it's off orthographic snap um this is basically just forces all of the geometry right now I'm not going to show it to you because we need to First cover the geometry uh creation uh for me to show it to you but orthographic snap basically shows you um or or aligns the geometry to 90 degree increments or if you want to you can change the increments to be if I right click on this set Ortho angle I can set it to 45 degrees as I have it right now so if if you change the ortho angle or sorry if Ortho is on and you have it set to 90 degrees and by default it is 90 degrees then please don't repeat this I will just show it a single line create that is created is going to be drawn either horizontally or vertically no in betweens if I change this to 45 degrees then it's 0 45 90. 135 180. 215 you get the idea right um so let's change this back to 90. um I always when you do something it's going to start asking you Rhino always likes to ask you questions and the command line so always keep an eye out for what is it asking of you in the command line so Ortho is nice planner basically makes sure that everything that you draw is going to be flat that is useful and we will cover why that's useful in later chapters but just know that it's a it's a tool that is here object snap or o snap as I like to call it basically it makes it so that it becomes possible to snap to different types of objects or different areas within objects so middle of the line for instance or end points of a line or geometry you can snap to and you can start precisely drawing from them with object snap smart track some people like it some people don't I'm amongst those people who don't really like smart track it's it basically tries to catch the directions which which you use in Rhino as you're drawing some sort of a let's say like that like that and then oops one second so you see that Gray Line that's smart track it basically suggests that if you stop right here like so these lines and and then connect these two lines there is going to be a 90 degree angle you know between this line and this line and this line and this line that's what smart track does it's not it doesn't just do that it does a little bit more with parallel lines and so on but most of the time it's for me it's just annoying because it tries too hard to please me and it tries too hard to kind of suggest things that I personally don't want it to suggest so once you have very complex geometry it gets a little bit overbearing and a little bit um annoying so I usually have SmartTrack turned off but um try it out maybe it's for you because I know that many people like to have it turned on Gumball my favorite little thing so with Gumball uh let's just go back to perspective View and select one of the points or rather let's create a box let's be let's be brave let's create a box so let's go to default um layer let's make this our active layer so that our box is black and not red or blue and here in the left hand side on the left hand side just click on the box icon right here or just type in box and remember then you need to read what it asks of you in the command line so it asks you to give it the first corner of the box you can either type in the first corner and the coordinates of it or you can just click anywhere you know where you want to draw the box from so let's say from here and we're slowly drawing the box right it asks you to give it other corner or base or length so there are different ways for us to create the Box in this case let's do the simplest one and let's just click again somewhere on the screen to create the to basically give it a second Corner point for the base of the box and then it asks you for the height where you can either just type in the height or just click the third time to create to finish creating the Box like that Right congratulations you have your first box you can't really see it I mean you can see the wireframe of it but you can't see the Shaded view of it and that is because the current View Property that is set is set to be wireframe you can quickly change this by going to perspective right clicking on perspective View and choosing shaded right here congratulations now it's shaded you can also go for render that's well I think your rendered is not going to be like my rendered I should probably doesn't matter uh Arctic is nice just so you know probably I also messed up the Arctic preset um so mine might not be the same as yours I apologize but just play around with this the the most useful ones are wireframe shaded um Arctic and sometimes ghosted because ghosted shows you the back edges here I also have previews such as this well it looks really bad with the with a single box but just trust me they look pretty nice once you have pretty complex geometry so just know that you can customize this quite heavily um where were we oh yeah the gum ball so as I if my I have Gumball disabled and I just select the Box there is no way for me to move it except I can type and move right and then I can move it from point to point right move again from point to point that's bad if I have Gumball turned on and I select the Box now I have this little cool little Widget icon here that I can use to move the Box along the axis the different axes x y z I can also rotate the Box around X around that around Y and I can also scale the box so notice what I'm doing right the arcs rotate the arrows move and these little rectangular do that here they scale if I want to scale the Box uniformly in all the directions at the same time I can hold the shift key while I'm dragging you might say that well this is not accurate because you don't know by how much you're moving by how much you're scaling by how much you're rotating and this is true if you're just using your mouse it's not accurate but if you press and just click on the Arrow then you can type in in millimeters 50. enter and then the Box moves exactly by 15 millimeters you can type in you can click on an arc and type in 90. and the Box rotates by 90 degrees you can shift click the scale do that here and type in two and the box is scaled by 200 percent in all directions or you can just um scale it in in One Direction by two if you don't hold the shift key um so Gumball is super useful in that regard and trans translation positioning and rotation by the way if you want to merge something your scales you scale The Thing by -1 in a certain let me actually show you oh before I do to copy an object you can also use a gumball to copy an object if you hold down the ALT key or alt alt ALT key and you drag it by the gumball uh along any one of the directions and release the ALT key and release the mouse it's going to make a copy right so that's pretty neat and then same thing goes with scaling and so on you can make copies by just holding the ALT key to mirror a thing to make it a mirrored version of the thing you just scale it along a direction in which you want to mirror or perpendicular to a mirror plane you just scale it by negative one and then you get a mirrored version so that's that's pretty neat I think that's pretty nice because you can get a pretty cool results with very simple operations right so that's uh that's Gumball there are more Advanced Techniques to Gumball such as if I right click on the gumball icon here you can see that there are all of these different settings that we can change so for instance I can right now the gumball is aligned to C plane and this is the C plane this is the the thing so you can see that the x is a the same axis what we see here the Y is the same Y and the Z is the same set and after I've rotated the the Box They Don't Really match up that well with the directions of the box so it if I want to fix this if I wanted the X to align with the you know with any One Direction of the box and the X and Y and Z all of them to be aligned I right click on the gumball and I choose align to object align to object and now you can see that X goes across the Box y goes along the box and that goes here so I can again yet again I can scale the Box any way I want I can rotate it um around these axes right and as long as the how do you call it as long as the gumball alignment is set to align to object it's going to be it's going to follow the box right align to see plane and aligned World in this case are the same um exactly the same thing because the sea plane and the world since we didn't mess with the c plane which is this grid right here the zipline in the world are exactly the same thing align to view is very weird it always aligns your Gumball the set rotation of the gumball to your view so you can kinda move it in the view I have no idea why you would use this this is very trippy align to object or align to C plane are the two ones that I use there's also a smooth Dragon Snappy dragging we will talk about this later it's just Snappy dragging snaps to different portions of the geometry right so you can kind of while you're dragging it's also snapping most of the time you just use smooth dragging um that's it we will not mess around with this with these settings so let's go back to align to C plane like that and let's just ignore record history because this is a recipe for disaster for beginner users let's just say you can make Rhino remember what's the geometry which was used to create a certain type of um service or a certain type of wall with window openings and then as you move the initial geometry the final geometry updates a very like it's it's hierarchical it's parametric and a very very you can break it very easily so let's let's not let's just not let's not maybe later maybe later in a year or so maybe two so let's skip ahead filter if you enable the filter here you can see um all of the tick marks here and you can choose what kind of geometry you don't want to get access to in terms of selecting it so if I untick points now I am unable to select the points even though my layers are enabled right they're not locked I still can't select the points this is useful when you have way too much geometry in your scene but other than that usually you want to have an outtake Mark the points by the way uh other than that you always want to have all of the selections possible for you or else you're gonna be confused so I have that enabled and don't mess with the filter minutes from last save 65 minutes memory use 738 megabytes available memory 40 gigabytes whatever so this is just statistics that are kind of looping reminding you for what you've done um last saved is something that keeps teasing me every time when Rhino crashes I this kind of loops around and tells me when was the last time I saved so that's that's always a nice nice thing to see in terms of saving you just file save as and you just save the file wherever you want on your computer right that's as easy as it gets okay let's see um I believe that is it in terms of the user interface that I wanted to showcase um one second yes these are oh yeah and the final one is right here you can also if you don't want to toggle out and jump back into top view back to perspective viewing you know if you don't want to keep jumping between these by minimizing and maximizing different views you can stay in one maximized View and just jump between the tabs right here perspective top front right so you have your little cards here as well available for you all right that is it with the user interface and finally finally we can jump in and start actually make not making stuff but X I finally can explain to you the different tools and different ways of creating geometry that we have available I almost forgot I almost forgot we have Rhino 8 in the works it's currently not released it's still a very let's say dirty work in progress um I believe it's going to be released Sometime Late 2023 maybe early 2024 but I will you know just because this course is probably going to stay for longer than one year up for longer than one year I should cover what's new in Rhino um eight in terms of user interface so one thing that you will note immediately notice immediately is that all of your tabs on the right hand side all of the tabs are right here right they're not in the top anymore they're right here so you can access the properties layers and so on by just going through them uh in in a vertical order seems like it's a pretty minuscule change but it's really not I mean you really need to retrain your muscle memory to be able to access them um there's also these uh four dotted docking um whatever bars or whatever you call them that you can that you can use to re-dog different portions of the viewport to different parts of come on come on like that different parts of uh Rhino right so you can reshuffle you can you could do the same thing in Rhino 7 but right right now with rhino8 it seems like it's even more customized it can be even more customized customized with these three or four dotted um areas or tabs that you can that you can take other than that um it's pretty same it's it's pretty much the same thing basically what I've read in the forums what they tried to do is they tried to bring Rhino um Rhino for mac and Rhino for Windows the user interfaces of both of them into the same cohesive hole because right now as it is in Rhino 7 Rhino for mac and Rhino for Windows they have two different interfaces so it gets a little bit messy when trying to kind of understand what the hell is going on between between them right in this case they they kind of start sharing the same um user experience especially with the tabs here on the right hand side the command line at least stays so that's great to see I just wanted to point it out before we move on to our next chapter that is that is geometry creation okay so let's start by talking about what kind of geometry types are there or rather let's create a system on how I'm going to teach you creating geometry in Rhino so I think the best way to think about geometry as we're starting up is through dimensions so let's say an object that has zero Dimensions is a point right it doesn't have any length width or height it is just a singular you know point in space and there are two ways of how you can create points well more than two but the two most basic ones are if you just type in point you can just place it anywhere or you can also type in point and type in the coordinates so by the way there to repeat um command or any kind of tool that you already used you can just hit enter or use the right Mouse button right Mouse button if you just click it it works in the exact same way as what enter on your keyboard does so if I just hit enter it repeats the point Command right here and it asks me to give it a location and then I can instead of clicking with my mouse somewhere on the screen I can just type in let's say zero comma a hundred comma zero enter and it's just going to place a point that is on x axis is that it's at zero on y-axis it's at 100 and on Z axis is at it's at zero so there's no height I can make another one zero comma 100 comma 100. and now I have a point above the second one the third point is a hundred units or 100 millimeters above it right because its coordinates are zero hundred hundred so that's uh how you can create points either by clicking the scroll or the mouse button the right left Mouse button or by typing in the coordinates if you wish to create more than one point well technically you could just kind of keep right click place right click place right click place so by right clicking I'm repeating the command right so technically you could do it this way but a much faster way is just type in points not point but points command that is also located right here points oh I should probably mention this right um every tool not every but most of the tools I by the way hit escape to cancel the command um every tool that you see here it has this small little triangle at the bottom if you click the triangle that tool set will expand to unveil more kind of sub tools or tools that go together with this so for instance for the point tool there is a single point creation multiple Point creation but you can also extract points from a surface or get a closest point to a certain type of geometry from a specific area or specific position and so on right so there are a lot of subtools I will be kind of showing you the the tools that are most used in architectural design so we will not be covering 100 of all of the tools in Rhino because this would be a few years long course at this point so let's uh let's continue so if I want to create multiple points I can either choose this icon right here or just type in points and then I just keep clicking you know as much as I want in creating the points wherever I want them and once I'm done I just hit enter and they're all here and now I have a lot of points so I'm just going to select all of them and hit delete to get rid of them so that they're not in the way that's it that's all we need to know about zero dimensional objects right now one-dimensional objects lines curves ellipses arcs I guess a circle a circle can be considered to be a surface as well but let's call it a one-dimensional object a non-filled in circle yeah that's gonna do it so align the easiest way to draw a line well you type in the line tool or you can expand your polyline menu let's say right here and you can choose the first icon here line I prefer to use the command line so I will be using that Line enter from a certain point or a coordinate if you want to you know so you can just like for a point you can type in the coordinate or just specify with your mouse from here click to here click we get a line easy right so it just draws a straight line not much to it for a polyline to create a polyline while it's this main tool right here or you type in PL I believe no PL is plain sorry polyline okay sure you need to type in polyline hit enter and basically just asks you to give it multiple points and it's just going to draw you know uh pull the line through them um in terms of the mode of drawing so now right now I'm still in the polyline creation mode uh tool as we're drawing you can change the mode from line to Arc just like in AutoCAD and then you can start drawing with arcs your your polyline no something like that and then if you want to stop drawing with arcs you can always click again on the mode right here and just finish it up here you can see that there's more options here but we're not going to go through them just note that there are usually many options for every single tool so it goes really like the software goes really really deep I just don't want you to get overwhelmed so we're going to keep it as simple as possible we have ourselves a bunch of arcs and like a single Paul line Yay curve okay so there are two types of curves that I want to cover what's the difference between a polyline that's made out of arcs and a curve if I were to let's do this again polyline from here mode Arc and just kind of pom pom pom pom pom uh [Music] one second I want it to be pretty eh okay then this is not nice but sure you know so we have something like this and then I can choose this control Point curve tool right here and I can kinda you know let's just draw and drawing it like I would draw a polyline like that click here right to end it so I have my nerves curve this is called by the way the nerves curve and I have my polyline if I were to select this polyline I can type in explode I would get 13 segments so I'm exploding this curve into its pieces like 13 different segments of it right and so on if I were to select this nurbs curve and explode it cannot explode a single curve into segments this is continuous it doesn't have Parts it's a single thing and this is the main difference between let's say what you would expect to see in AutoCAD unless you're drawing with splines which is a little bit of pain pain in the ass to draw and splines with AutoCAD compared to what you draw with in Rhino and this is why Rhino is quite powerful because after I've Drew this and I select the object you can still see that the control points of this curve and I can adjust the control points as I please it's always going to be perfectly smooth there is never going to be any kinks even if I purposely try to make it uh messed up like that it's still going to have a certain area of continuity it's never going to have a sharp corner so it's continuous right that's the main difference um how is it created so I I always show this example to my other students how are these nurbs curves created well you can think of it this way if I oops if I were to have like a zigzag here of Apollo line right and then I apply let's create a new layer red I deleted the layers previously so red layer um and within that layer I'll draw another one but this time I will go to my object snap I know I didn't explain the snapping yet so at this point you will need to trust me go to here in the bottom or snap oh snap and turn on end point snapping and midpoint snapping these two tick marks have to be ticked and and mid this will enable you to snap to the end points of the line segments as well as the middle of the line segments and by doing so I can do endpoint midpoint then midpoint if I remember correctly midpoint is it sorry give me a second midpoint here and then point here I believe this is correct yeah this this should be correct so this is like one iteration of me uh just a kind of partitioning or dividing up the the the curve you know this polyline curve into kind of more smoothed out version of it I can do this again and point midpoint mid mid mid and this gives me one more iteration of this and again I can do this one more time mid mid middle gives me this version and so on so as I'm CR as I'm going through this and this was a bad example because the control points are so far far apart but as I'm going through this this is moving out slowly and if we were to look at how a curve will would look going through this you know it kind of eventually Smooths out to something like this right oops that that one messed up give me a second there we go it Smooths out to something like this so infinite amount of smoothing steps would give us this kind of a result I believe I made a mistake with the midpoint at some part of this not script um procedure let's call it procedure I believe I made a small mistake but just know that playing with end points and midpoints and reiterating the polyline infinite amount of times through its own midpoints and at end points will give you a perfectly smooth curve that's how it basically works but then I hear you saying well this is not accurate enough for me to create architecture because now I that the curve that I am drawing will never reach the points that I'm specifying right as I'm drawing it here or not there is a second tool that does exactly that so if we were to expand the curve um tool set the second tool right here is curve interpolate points this one right here and or interp curve by the way interrupt CRV command which basically forces so let's say start here here here and here you can see that its forces a curve to go through the points that you specify by creating control Points Way outside right so that's that's how this one works right so interpreter curve might be useful in more cases than the regular curve but I personally prefer using the regular curve it's a matter of preference at this point then we have Circle well a circle is just a circle right here right Circle Center radius so if I select a circle or type in a circle doesn't matter it asks me to give it a Center Point and I can type in a radius 100 millimeters enter and now I have a circle that you know has a radius of 100 millimeters you can also instead of a radius you can use um sorry instead of a radius you can use a circle diameter which is the second tool right here or you can create a circle from three points you would be surprised how often it's useful actually to just let's say I have one two three points make sure that your point snap is turned on yeah there it is so object snap is enabled and point snap in the bottom here is turned on and then we have these three points and I create a circle uh through sorry through these three points Circle three points click click click and I get a circle that fits perfectly on these three points a quite a useful tool honestly all right enough with the circles ellipses ellipse is literally you created in exactly the same way as you create a circle so you can create ellipse from Center Point or ellipse from a diameter let's just make a simple one ellips from Center Point asks you to give it to radii and that's it Center Point radius one radius two you have an ellipse congratulations I never use ellipses and then we have an arc so this tool right here Arc it creates um so so you give it you always give the center point first and most of the tools that are circular you give the center point first and then you specify where the start of the arc is and where the end of the arc is or you can give it an angle 45 degrees or other way around minus 45 degrees enter and this Arc is 45 degrees and its angle look that for instance the opening angle of the door if I were to draw a line uh let's say um Ortho snap please or to snap let's say I have a door that's opened up and that is 900 millimeters in its length in a plan you know this single line and I want to make an arc showing it's the door swing I just create an arc from the center point from here uh turned off auto from here and I just type in 90 or sorry minus 90 in this case I can hear come on don't start bugging out for me minus 90 enter there we go we get an arc you can also kind of do some circles and trimming but this is faster so that's the only use case for it that I can find and that is it that's it with one dimensional objects now my voice is completely gone so I will cover two dimensional objects and three-dimensional objects um tomorrow but for you it's going to be literally in five seconds I'll see you there all right so now it's time to jump into two-dimensional uh geometry creation tools and techniques so the First Command that I kind of want to show you by the way all of them are located well starting from this tool right here up until I would say where you have the cube right so all of these deal with stuff in two dimensions and of course as per usual they expand right so you have more let's talk about the general ones so the first one that I want to cover is a rectangle this is the tool right here or you can just type in rectangle like so and by default it asks you to give it two opposite corner points of the rectangle so you can either do that with the mouse click click or if I were to hit enter to repeat the last command which is the rectangle I can also Define let's say the first point with a mouse click again but then I can specify the length as you can see here in the command line so I can say let's say 100 millimeters in length enter and then it asks me for the width right so I will specify 50. enter and now I have a rectangle that is a hundred by fifty millimeters pretty straightforward um there are more instances or more options how you can create a rectangle for instance around the curve or by the center point but honestly like the starting point length width seems to be the most useful if you want to have a tilted rectangle then you would be using three point option let me quickly showcase how that works so if I were to create a box here looks like so let's say my box is all messed up and all rotated around and something like this and I want to create a rectangle on this particular surface of the box right so now I could you know just start creating a rectangle I could start drawing it but the problem is that the rectangle as per usual is going to be flat you know flat compared to the current C plane which is flat on the ground um of the document or actually of The View so how do we fix that well as I'm creating the rectangle I can specify that I will be using a three point method for creation which will basically ask me okay so where's your origin of the rectangle okay let's see that's that this point right here and then as you can see I'm free to give it a second point which basically asks me for the first edge of the rectangle how is that oriented so I can say let's say it goes along here and I can type in also 100 millimeters like so or let's do less let's do like 20 just so that we're fitting inside of the box phase 20 millimeters right here just like that so I just clicked it and now the third button that I press is or third time that I click is going to be going to specify the orientation of the rectangle so the first click was the origin second click was the orientation of the hinge let's see of the edge and the third click is going to be the orientation of the actual rectangle so we can specify let's say 40 right here and then like you can just click let's see open this point right here we have a rectangle that is 20 by 40 millimeters and is perfectly oriented on this surface we will be doing this quite a bit or not quite a bit but sometimes we will be doing this in later stages of this course let's delete all of these so that's a rectangle polygon which is right here as described exactly the same way as how you would describe a sphere so you just create a select the polygon you can here choose how many sides it has so in this case it's a hexagon it has six sides I can say Pentagon you know with five sides I can say octagon with eight sides you know and gone how many I want and I just drag it click to specify An Origin Point drag it out specify its radius let's say 100 hit enter and it's created right so pretty straightforward it works exactly the same way as autocad's polygon tool then we have um I guess we can like these are the only two ones these are the only two tools that I would consider to be two-dimensional but they are still curve based from here on out we're going to be moving into surface based geometry and the first thing that I will show to you is this surface from three or four corner points I'm skipping over fillet curves and all of the different manipulation techniques of Curves because that is going to be in a future chapter so if you're interested in this and you don't care about the surfaces just skip ahead but talking about the surfaces themselves there are three different types of geometries in Rhino I already mentioned this at the start of this of this course but now I think it's time to actually talk about it a little bit more because we are going to kind of be jumping into geometry like three-dimensional geometry creation so I guess I can write here one second can I just do it this way nah okay never mind so first type is nurbs surfaces second type is meshes or mesh third type is sub d right so we have three types um let me give you examples Rhino oh sorry Revit or archicad Bim software uses nerves surfaces as their Baseline for geometry for the type of geometry Cinema for the blender 3ds Max zbrush I'm blanking on different 3D modeling software now um basically animation oriented 3D modeling software or rendering oriented 3D modeling software uses meshes subdiv geometry is a little bit more nuanced than that and it's basically um you can think of it as a mesh geometry that is smoothed out perfectly smoothed out to a degree where the mesh geometry becomes or is able to become nurbs geometry without with minimal amount of translation we will be talking about all three of these during this course but just to begin we will work on with the nurbs surfaces so we are going to start with nurbs and that is what by the way Rhino is based on it's very good with about it's very good with nerves surfaces and it's based on it it's okay good you know it kind of is able to read and slightly work with meshes and sub D has been just recently added so it seems like it's pretty powerful but it's still in early stages of subding we will be using subdue type of geometry as well in the future portions of the video or of the course of the course that we're having right now uh so in terms of nerve services the way nerve surfaces are described are through functions so you know from from math F2 x equals sine X right this creates something like this well well well you get what I mean right wait let me make this a little bit cleaner why did I start doing this okay like a sine wave that's what I'm trying to draw here a sine wave right so imagine if you have F2 x equals sign X and then you have some other function right here F2 x equals equals blah blah blah um and then another one F2 x equals something else right and all of these functions they kind of draw different types of graphs different types of Curves right say something like this so you have well I I would need one more function right here equals right that's the curve number four then you can have one more function F2 n equals um the the boundary between these four functions right and in doing so what you're creating is you're creating a surface right in between or I I should probably in doing so you would be creating a surface right here and xx that's exactly how um how nerves surfaces work they are described by boundary conditions of different mathematical equations um not just that there's also like the curvature of the surface itself and a lot of additional stuff but the basic idea is that you need to kind of have in your heads as your and thinking about different types of geometry is that uh nurbs is infinite in resolution you know because f2x equals sine X that's it you can add any number here and it's going to spit out a different number here meaning that it's absolutely unlimited and how many numbers you can have meaning infinite resolution um it's perfectly smooth all the time as long as you're dealing with a single surface and what else and it's heavy it's the heaviest type of geometry compared to any other type the meshes or subdis so if I were to now talk about meshes real quick so you know nurbs is math and Rhino is based on that by the way you don't need to know this kind of stuff to be able to operate with nerves geometry this is just for me to preemptively you know show you why your nerves building is going to be much much heavier in terms of performance then your mesh building meshes are much easier to actually talk about meshes contain out of two things they're actually out of two lists one list is a list of points point one has x y z you know coordinates where that point is located point two has coordinates X1 y1 is that one and so on then there's point three 0.4 0.5 let's say Five Points right a list of by Five Points so meshes contain points let me draw them Five Points right and let's say this is point one point two point three point four point five we're counting clockwise then meshes have a separate list and another list which is basic which basically says quad quad meaning four-sided face is made from 0.1 .2 0.3 and 0.4 and then let's see another item in the list a triangle is made out of um one second point one uh point 4 and 0.5 right so in this case we have a quad and the triangle so how would that look like if I were to actually build the mesh right we have the points here and we have assembly instructions how how a mesh is made well then I would go to mesh tools I would say I'm going to you create a single mesh face and let's just go go and kind of read this as a program would point one point two so that's point one then point two is here then 0.3 is here 0.4 is here okay Enter this is our rectangular quad right here and then a triangle between 0.1.4 and 0.5 okay 0.1 0.4 0.5 enter right so now I have a triangle and uh a rectangle these two let me do one thing right here so that you actually see them I'm going to the display tab if you can't see the display tab click the little gear icon here and enable the display Tab and here I'm just choosing um mesh wires also if you're interested in why backside of my geometry is red and front side is white I have under here object settings color back faces I have that turned on and here for back face color I have it set to red right so if I have it turned off then the back side is also going to be you know same same color as the front side um I'll keep it uncolored just so that it's not confusing for you okay so that is uh you know one is deals with mathematics the other one deals with lists of points and their assembly instructions third one sub d is basically uh somebody tools is basically same procedure as a mesh I can actually borrow it here borrow it here and let's say one two three four like that and let me just quickly do this and then I'll explain what the hell you're you're seeing like that that okay so sub d this is weird I know but somebody is basically the same thing as the mesh it has points and it has its assembly instructions but it also has one more kind of information row as to how things are um smoothed right which areas of the geometry are smoothed and which are not and the way it's moves is by using I believe it uses Catamount Clark algorithm I might be wrong and if I were to quickly draw the catmo Clark algorithm for you it would look like something like this so let's say a quad and the triangle real quick I'm just drawing curves right now just to be able to explain to you like so then um what the algorithm does it basically uh for every quad it creates four quads for every triangle it goes from midpoint um oh no yeah it takes the center point of the triangle and it creates a line an edge to every midpoint of the triangle like so yes yes yes that's how it does it right so it's a device that but it doesn't just divide it up it also creates this kind of a interesting effect where it enables the that the quad to smooth out by slowly moving the corner point back towards its Center Point and the mathematic is mathematics are quite simple uh if you have the midpoint of the diagonal here so it's the midpoint from the midpoint so somewhere here right so it slowly kind of Smooths out and then here it would be a little bit more Awkward than that something like that and then here it kinda catches that same e and so on right so it keeps keeps moving out the geometry and this is like iteration number one I messed up one of them one second needs to do something like so right so this inner blob that you see here is iteration one if you go through infinite amount of iterations then it looks like this right it finishes moving out to this perfectly rounded shape so sub d is able to take finite geometry type such as a mesh and Smooths it out to something that has infinite amount of resolution meaning that it becomes a little bit closer to being a nurbs geometry which means that converting from a sub D into nerves becomes possible right and that's what we're going to be also working on a little bit later especially with the Landscapes because with the Landscapes you can achieve pretty interesting results while working with a mesh let me just quickly show you um I guess a teaser right you can easily take the edges kind of lift them up to however you want you know it and it constantly keeps the smoothness of the geometry that you're that you're working with which means that Landscaping can become quite quite nice and if you want to you can always oops sharpen it up a bit so notice how two edges here makes it a little bit more sharper and one edge here makes it go very smooth so you can play around with those but that is going to I'm it's too early it's too early okay so now with that said that being said and that being done we can jump back to the surface creation and actually talk about the nurbs surface creation first of all right so the tool here that you see here is surface from three or four corner points and if I select this tool we can simply create a Surface by click click click click clicking four times it creates a surface and just to be sure I believe you will be seeing this ISO um I these ISO curves as well so just you know these just help you understand if the surface is curving or not or if it's flat they are not a part of the geometry so other like this four point surface doesn't have any other ways of how you can um use it it's just as simple as clicking four times so not not much nothing much to do with that um then let's create a planner service a surface that is flat a planner service can be created from any uh boundary that is defined by either one or multiple curves that is unclosed so for instance if I were to take a nurbs curve and just kind of draw around you know some sort of a blob and make sure that your end snaps are turned on so you need to have this object snap turned on and and snaps to be turned on and then make sure that as you're finishing up the curve you're clicking on its starting point so that you know it becomes enclosed since we're drawing on an empty screen it's always going to lay it flat on the ground meaning that we know for sure that this curve in particular is flat and then we can just run a planner srf short for surface planner srf command enter easy as that we have created a planner service right the original curve and its planner service if I were to select the curve and lift let's say these three points construction or control control points up like that this is not a flat curve anymore and if I select it and create a try to create a planar surface it will say no faces were made curve must be closed and planner so that doesn't work um if you wanted to create a surface from something like this then it would become um much much more difficult thing to do because there are so many different ways on how you can create a surface um through here or either what type of surface can be created here so you would need need to make a lot of decisions right as to how does this whole thing Bend and how does this whole thing work let's delete that that's the planar surface um then we have Network surface Network surface basically is um apologies before we do a network surface let's create a loft a loft is going to be easier to Showcase and and to explain so notice how I'm just kind of taking the four point surface the Little Triangle there and expanding all of the different tools we're basically going through these tools right now so I'm just going to explain them to you one by one and here we're at Network surface but I will skip ahead and I'll show you the Loft first a loft is pretty nice let's do a small little example I will create a curve any curve you know and holding the ALT key and with the gumball turned on I will copy it up by just holding the ALT key and dragging it up like that and I will copy it up once more like that then add the middle one I will mess around with its control points you just kind of drag them around sure something like that what a loft does it creates a surface that gets interpolated through the lines through series of curves so we can either click here on the Loft tool or we can type in Loft and choose the curves to love so these three hit enter and it just creates a loft for us see just the surface there and we can switch between different types of Loft so normal Loft will force the surface to go through the curves loose Loft we'll use the the in between curves as mostly As control points or as attractors rather than uh geometry through which the surface must follow tight Loft will um like basically the difference between normal Loft and tight loft is just within the angle of how much influence does the Curves in between the start and the end curve have so the tight Loft will definitely kinda have a stronger it will force that in between sections to have a stronger presence let's say or a stronger effect straight sections means that you will have discontinuities right along the middle uh middle sections and then uniform honestly I never use uniform sorry can't can't explain it since I never use it usually like 99 of the time you use normal very occasionally you use loose and maybe once a year or once every five years you use straight sections nothing more so in terms of other options here there's the closed Loft option which basically makes the Loft as it's being created loop back into the start uh start of the so the last curve that we had Loops back to the first curve and the love that is created is um and closed I can show this better if I were to create one more curve just something like this like that so I'm just copying and I'm gonna Loft it again one two three four so this is not closed and this is closed so now you get what I mean I split attentions basically means that would you like the surface to be split along the curves no you don't you should almost never rebuild the Loft that is bad um rebuilding a loft you usually only is useful if the curves that you're using are very messed up if they are your own curves don't rebuild the Loft because things will stop aligning as you can see here so do not simplify hit OK you have yourselves a little warm right something like this so that's the Loft then for um in terms of using an edge surface you know so so I talked about the Loft but oh one more thing sorry one more thing about the Loft you can never do something like this let's say one two three curves and then I create a circle let's say like here move it up and I tried to Loft between these you know so that it starts as a surface and it ends as a circle if I try to Loft it this way two three four it's going to complain by saying unable to Loft select either open or closed curves but not both so you can indeed Loft between numerous circles or any enclosed chip for that matter for instance let's see something like that Loft you know sure you can do that but you can't Loft between a closed curve and an open one that is not allowed against the rules [Music] then you have um the tool that we skipped over surface from network of Curves and I will show you this is basically network of Curves is as if you're lofting but in two directions simultaneously so let me show you what I mean by that if I were to create an interpolated points curve through here and then through here and let's say at the end right here and let's do one more I'm just basically clicking just clicking uh with the near snap turned on just selecting points on the curves so I have this this is like a network of Curves right and I can I can and I can take this and I can start messing around with the where the profiles here like so so I have even more control over what what's going on with the curves so I can say that oh now this should actually lift out like so and let's see the Ed edges are what whatever they are um then I can use Network surface this tool right here or you can just type in network surface srf and technically as long as you're within a grid if you select sorry if you select the all of the curves and if it's some something relatively close to a grid it should automatically be able to automatically sort and as you can see here it kind of fits a surface into the network that you have drawn and you can specify to use lose rather than just according to position which creates less ISO curves and so on and I mean there's there's a bunch of um different parameters that I don't want to overly explain over explain for now all you need to know is position is more accurate but creates heavier geometry while loose creates less but is less accurate right so this gives you more uh like more control we as Architects almost never use Network surface because it's enough to just use a loft Network surface as I understand it is mostly used by um extremely complex for extremely complex surface creation such as shoes for instance out of all the things right shoes or a ship Hull sure but shoes are cooler cooler to say right so we have a network of surface done and explained poorly then Edge surface okay so in terms of edge surface it's sometimes useful when you're trying to just fill in some sort of opening and the way it works is it's it's like a planar surface only that it can be distorted right so let's say let's create a rectangle like so then select a rectangle explode the rectangle into four segments one two three four right so we explode it then we take let's say let's mess it up so let's take this segment right here or let's take all of the set segments all of them drag around all of them and rebuild them rebuilt a command rebuild where we can actually say how many control points each segment should have so I can say instead of original two we'll talk about this tool in in a short while but for now just trust me on this uh let's do four sorry let's do four control points with degree three hit okay now as you select the curve you can see these little control points appear which you can push and pull on right so you can mess things up like that and let's see these two they go up and these two they go down right so there's no way that you can technically you could use Network Surface by the way on this if I yeah I think you can yeah yeah you can use Network surface but this is not that tutorial this is our tutorial explaining the edge surface so we will be using surface or Edge surface and just selecting these four edges right here and it creates a very clean very smooth surface from any four edges that you give it you can also create a surface from three edges so let me just draw one here one two three and it's going to give you surface like that or you can create a surface from two edges I believe one two yeah it's just going to create a surface like that visually these two surfaces should be almost identical let's overlap them yes are they yeah this one has much higher curvature than this one because of this Edge right here so This Is Where It Starts becoming a little bit funky and a little bit hard to control is the curvature how things are bending and so on but over time you get the hang of it there's no speed running this so at surface um you just kind of give it a bunch of and joined up or not joined up but touching curves and it creates a surface in between them patch this tool right here so patch is able Ash can even create a surface from points and some lines and the lines are not planner and they are not even closed and the points are all over the place and you just select the whole damn thing and you type in patch and it gives you like the T settings I will just do 10 by 10. hit OK and it just creates a surface that fits perfectly onto all of the geometry right here that's patch patch is not accurate every time when you want to fill in a hole with and you want to use a patch command you will have a bad time patch is basically it takes a network of potential curves and it tries to fit that Network onto a given set of geometry as I've shown here the problem is again patch the problem is that you give it resolution right right here how many curves does it fit and the bigger the number 50 by 50. the bigger the number the more accurate the fitting is going to be but this number can never be infinite meaning the accuracy is never going to be infinite there's always going to be B small gaps so be very careful with how you use patch for Landscapes and whatnot it's fine for architecture I strongly suggest against it okay with that done there are of course other other techniques uh how you can kind of create stuff and so on like sweeps and whatnot but we will talk about those as we're creating a pavilion or something like that like an example project um I guess that's that with two-dimensional objects let's move on to three dimensions so boxes spheres and whatnot we will talk about meshes and subdue geometry after this chapter um but just just in terms of three-dimensional objects I will try to focus as much as possible on the nurbs geometry as we've done with the two-dimensional objects so box right here generates a box two ways two main ways of how you can create a box is just by clicking anywhere on the screen you start drawing the Box and then you can type in any any amount in terms of the length so let's say 100 millimeters enter the width 200 millimeters enter and the height 100 millimeters enter and we have a box 100 by 200 by 100 right you can also create a box with three points and that is useful when let's say this is going to be a very similar example as to what I showed with the rectangle so three point Box start of the edge let's see here end of the edge here orientation of the Box base here and then to which direction do you want to move out the box let's see here chest crates a box aligned to a certain plane that you have described by the origin point the X and the Y right so that's box creation nothing too fancy uh sphere creation is literally the same thing as drawing a circle same thing for a cylinder oil cylinder is drawing a circle and giving it a height so radius and then 100 millimeters for the height and for the sphere you just give it a center point and a radius 100 millimeters right so these are very very easy to create um and these are like the you know the typical solids that you see in any 3D software and then a little bit more difficult is are these kind of a geometries that need additional or starting geometry to be created such as a pipe for instance so if you have a curve if you have a curve and you want to make a pipe through this curve while you select it and you type in a pipe pipe enter it asks you for what's the radius you can also give it a diameter but let's operate with the radius for now 50. no that's way too much and 10. then it kind of shows you a little circle here specifying how big 10 is going to be and there are more options here output surface or output sub D so even here you can switch between different types of geometry right now we're still I'm still explaining everything with surfaces so we stick to surface then should it be thickened or non-thickened meaning um does it have and give me a second um does it create a single skin tube or a double skin tube I hope that that's that's the best way of me explaining this then what's the end cap so let's just create a quick one with the end cap being flat that's how it looks like so this is this is the flat end cap let's create another one with end cap being round that's the round end cap who would have thought and let's create a last one with and cap being none no no end right so usually you want to have your cap being flat um sometimes round but round it gets very heavy if you have a lot of different pipes so if you can help it use a flat end cap and there's like fitting to real shape blending and so on you don't care about these settings those are very very Niche so just know that there is a radius and there is a type of the end cap or the pipe and of course the curve doesn't need to be um planner right for this to work so wires and whatnot you can do them so that's pipe sweep is Advanced pipe so if I were to have let's say a curve something like this and I I don't want it to be a round pipe I want it to have some sort of a fancier geometry I can create I or rather in the top view let's say I can draw whatever geometry I want to sweep so let's draw something very ugly that whatever I'm not being accurate at all I know but it's um just this kind of a u shape enough good enough then I will take this u-shape and I will rotate it and I will move it by using M enter move enter make sure make sure that the midpoint snapping is turned on and I'll move it from the bottom midpoint to this end point right here just like that and I'll kind of rotate it so that it's perpendicular to the start of the Curve and we can mess around with the Curve as well if you want to you know give it a little bit of a bump so now if I use sweep sweep one sweep one it can be found uh right here by the way under the surface creation sweep One Sweep one rail it asks me to give it a rail so this is the real and then immediately without me even pressing enter it asks me to give it a shape to sweep so I'll give it this weird U profile I hit enter I hit enter again I hit enter again and I get this swept profile right here so now you can kind of start seeing why this is a powerful tool um you can also mess around with the profiles so let me copy the cross section here like this profile here let me make a copy of it kind of rotate it position it at the end of The Sweep like that and actually let's just let's just rotate it maybe or let's mirror it in the z-axis by -1 so you you just scale things as I mentioned before if you want to mirror something along a certain axis you just select the object you click on the scaling widget here either here or here in this case we're mirroring along the Z axis so the blue one and you scale it by -1 and that is going to force like an inverted type or this particular geometry and then I just e position it like so and let's see sweep one this is my rail my section my section enter this time I need to be a little bit more careful as to where it's going to start and on each of the Cross sections I think this is going to be okay maybe actually I kind of want the cross section to be [Music] perhaps here something like that yep and you can see since it's twisting right it's rotating as it's being twisted it's messing up right in the middle so let's align cross sections use a line cross sections and change the direction of this one so that and you can change the direction by the way by just clicking on the little arrow there so that the sweep yeah the sweep is now self-intersecting so it's we're asking it to do a little bit too much in terms of completely changing its direction as it's rotating unless we give it one more cross section in the middle like that and remember you can always right click the gumball and choose align to object to actually rotate stuff around the the plane of the object don't forget about that so we have something like this Gumball aligned to see plane back to that sweep one rail the sweeping shapes this one this one this one enter and now we kinda try to follow along this corner so this corner as the profile is rotating it's not going to be here but rather it's going to be here and is going to be flowing along this Edge which is correct so basically the Arrow does need to look downwards and then as it's going to be kind of as it's going to continue rotating it's going to be here right I'm flowing along this Edge so now I believe if we take a look at this right as this thing is rotating and hit OK you can see that it starts here in the top as it's moving through the curve it's rotating here like that and then it's it continues rotating until it's upside down right and in doing so we have just successfully created a pretty damn intense profile right um this could be you know a pretty pretty cool facade for instance or or a case study for a volume all right so that is sweep one with one reel you can also do a fancy Sweep with tutorials so remember everything that I said about a single curve like a sweep with a single curve and just imagine that you can do exactly the same thing with sweep 2 or a tool that is located right here sweep to rails so first rail second rail cross-section curve enter enter and it creates it interpolates the Curve between two rails also might be a very useful thing for you [Music] I use it sometimes okay now we have um a few more tools to go through before we will start actually doing something funny fun something fun so revolve revolve is another tool that we will kind of focus on let's jump to the front view and basically what revolve does it takes a profile and it spins it around a certain axis to create a form so you can imagine that most of the forms that are revolved are going to be like columns or vases vases vases cups and whatnot so let's just create um a curve it's gonna be something like so maybe then it goes down and maybe it's like that sure something like this you know a little curve here um I kind of want to give it a little bit more but sure but for now let's just have it this way uh and I have created it in the front view don't forget so if I want to create a service from this all I need to do is just revolve it right so revolve revolve select curves this one select or start of revolve access and I want to revolve it along this y-axis this yellow line right so my start is going to be at zero I just type in 0. enter end of revolve axis I just shift click by the way when you hold down the shift key it makes it so that your directions snap to 90 degree angles so it's like uh for a short time turning on the ortho snap so as I'm holding the shift key I can just snap to any point along the y-axis like so and it's going to start revolving now we can actually jump to perspective view because it's nicer to see it there and you can see that my cross section is revolving and I can specify what's the start angle and let's say the start angle is indeed zero so I just hit enter I don't need to type anything and now as I'm moving my mouse it's creating this nice nice effect here right and instead of using the mouse I can again type in 360 Degrees hit enter I have a weird little voice right that has an opening at the top and the bottom but you can easily enclose these because these are flat with you might be thinking planner surface tool not really for this type of a geometry you can just type in cap like a hat cap and as long as your holes are flat it's going to create a cap for the top and the bottom and now this is an enclosed poly surface right that was revolved let's revolve then we have extrude curve so in terms of extruding the curves you can extrude mostly anything any type of a curve and it's a procedure that you use to create a surface from a single curve right so for instance if I have this kind of a curve right here and I just want to make a wall out of it I could technically just make a copy of it and just Loft between the two I typed in Loft uh Loft between the two and I get a Surface but I must much faster way would be to just select the curve and click on this see this blue dot here that is a possibility to not move the curve as what you would do with the arrow but rather extrude the curve into a surface when you click on the DOT and I can even be precise about it I can click on the dot and type in 100. and now the height is a hundred of course I can extrude the curve in any direction I want X or why well why really messes it up but for now let's keep it at like so there's also a possibility to extrude curve with a command extrude CRV CRV short for curve select curves this bad boy right here enter and you just extrude it easy as that again you can type in you can type in the number and in millimeters is going to extrude as much as you want so that's extrude curve extrude surface is well actually let's let's have that curve that we've just extruded because it does generate the surface right um actually let's give me a second let's have it like that there we go so we have a surface and you can again extrude the surface so you select the surface and you just yoink extrude it along the x-axis for instance or you extrude it along the y-axis uh you it doesn't like to be extruded long the wax I assume if you tried to extrude the surface along the z-axis it will just kind of break yeah it just moves it it doesn't extrude so in this case x-axis is naturally you know that the cleanest Extrusion because nothing overlaps no nothing intersects you can also use extrude srf tool and choose a Direction let's say from here to here this direction right so you can specify a direction either with the mouse or you can type in the direction um with the coordinates so you can for instance say 1 comma 0 comma zero would be the X direction or or not that's weird oh that that was my bet I'm sorry again Direction base point so zero and then one comma zero comma zero yeah that gives you a direction along the x-axis I prefer to use extra when I'm extruding to just use the gumball that's much faster okay offset surface so you might think that extrude and offset are two are very similar things you know like you extrude the surface to give to thicken it and you offset the surface to stick in it not really there are differences to it first of all I will show you the offset surface in action so this is my Surface I type in offset surface select the Polish surfaces to offset so this bad boy right here enter and I give it a distance of 10. and it offsets oh and I forgot to enable solid offset so it just gives me an additional surface here so let me undo this and do this again offset surface this time solid yes so I turn on this option to be yes enter and now it gives me um you know a solid block like a wall from from the initial surface so you might think okay so what's the difference between Extrusion and offsetting well I I will show you it in an example you don't need to follow along um if I were to create a surface here let me just quickly do something something like so bear with me for a second let's do even more aggressive like that that that yeah cool and that okay so one of these I'm just going to extrude along the Z axis by 20. 20 millimeters right the other one I will offset Surface by 20. right this one looks a little bit more messed up than this one this one looks cleaner but wait till I create a section with a clipping plane through these um don't worry about the clipping plane we'll get to it now we're kind of cutting through this notice how the cross section in this Dome that where we used offset surface always stays 20 millimeters while here yes right here it's 20 millimeters but here it's definitely not and that's because the angle you know that's because we extruded everything at um along the Z axis and things that are tilting quite heavily along that axis like the parts of the surface that are tilting generates much less thickness because you're initially uh what you're doing is you are making something like this right and in terms of thickness so here it's fine but the more the steeper you go the thinner it gets so it's not a non-variable Extrusion while here the Extrusion or the offset is variable right this is why it had to create Much More Much denser nerves poly surface but at the same time why this is more accurate so offset surface really good when you are trying to keep things consistent um and I guess in terms of form creation that is about it the only additional thing that I want to showcase before we jump to form manipulation is actually the the the subdue geometry and uh like a quick introduction to tools that you can find with sub d so under uh sub D tools right here the tab called subject tools you will see literally every every tool that is available to you with that deals with subdue geometry the easiest one is creating a single subdeface you can choose to either create a three-point subdeface or four point if you are creating four points of the face it's much much easier stress me on that or you can create a sub D plane so what's the difference between these two subject plane basically draws like a rectangle you click click once click twice you get a sub dig geometry to toggle between soft display and control Point display I think I don't remember how it's the sharp display and the soft display to toggle between those it's the tab key on your keyboards tab tab left hand side so you can toggle between the soft and the hard as I'm modeling I'm always looking at the Hard display and I'm just toggling to yourself to see how it's kind of rounding off the shapes so this is plain all right if I want to create a single subdeface I just click click click click and then once I'm done it will let you do a pentagon but please don't uh four is the limit I hit enter and now I have two shapes notice how this shape right here it Smooths out much less than this one and that is because there are these edges here so these are not like in surface ISO curves these actually are edges that are existing and you can actually select them you can select them by holding Ctrl shift and clicking on them right and then you can move them up to the side wherever you want and you can start shaping your form as you please so how why did they how did they get there well let's create another plane and this time let's look at the settings here notice how it asks you what's the X count and the Y count if I were to say the X count is 50 and the Y count I'm just clicking on them 50. and I draw the plane again it's creating this grid and this is by the way the smooth version of this grid so notice how only this corner is getting smoothed out so the answer is the more the higher the resolution the more edges you have next to each other the better they will hold the form that you're trying to describe right so that's that in terms of working with subdi I would suggest that you think about it as a or you work with it as a sculptor and you create you start with a cube I always start with a cube so just creating a box oh sorry I forgot to xcount Y counts that count right for the Box always do two by two by two because it's very easy to add edges as long as you have at least one Loop inside of your faces and just create a cube a hundred by a hundred by a hundred right something like that if I press tab it looks like that nothing fancy um so remember Ctrl shift click that selects one Edge Ctrl shift double click selects all the the loop of edges right as long as it can select the loop of the edges sometimes you know for instance here it can't it has too many options on where it can go so it terminates this is called the termination point right or a discontinuity if you will usually it's terminates on vertices that have valence of three um by balance I mean how many by vertices I mean points and by balance I mean how many edges stick out from each point right so usually in a quad mesh in a clean grid you have always four uh edges sticking out from each point right this makes it so that catching directions on that grid are very simple if you have a point that has three edges sticking out of it then usually that means some part of the Grid terminates at that edge or at that vertices and that is indeed the case with corners of a cube that is a tension point right here so why am I saying this all of this to you well if you want to shape things very quickly you usually want to be able to control the geometry with just the um by by selecting the The Edge loops and kind of pushing and pulling them around by the way it's not just the edge Loops you can also select the polygon groups like like that right but I'm just going to give you a very quick example so let's say these two polygons I move them out like so these two move them out like so what else can we do perhaps these two edges move them up that might look bad maybe we take all four of these polygons move them up but also rotate them up a little bit and move them out like so something like that you know hit the tab doesn't look like much doesn't look great that's fine we keep working on it uh then let's say I want to introduce more resolution here what do I do well I can use insert Edge command which asks me to select Edge from Loop so I can select you know let's see this Edge it gives me the whole loop I hit enter and then it asks me which which corner or sorry which side do I want to insert more edges towards let's say here so now I have more edges to work with and since these guys that I can lift up and push out like so right so slowly we start um messing around with this geometry and slowly we start shaping it into something that can be you know that can become a building it's still very soft um but then we remember that oh yeah if we have more edges next to each other so for instance these these edges close very close to each other it's going to hold the shape better right and the more we have the better it's gonna hold so you can always take an edge and create a bevel command called bevel and create two edges from one you can choose how many segments you have I right here so five for instance and creates this kind of fillet you don't want to do that please don't do that segments one let's let's be um let's not go overboard with this but you can see how much it it it starts kind of sharpening up same thing here bevel a little bit like that then you'll notice that oh you can also uh there are these uh circles on the on on the axis which you can use to extrude things right so you can even use use them to extrude and select these extrude these out and so on so you can start shaping things um as much as you want and messing with the scale of things this is much more sculptural and it's excellent for landscaping like if you're dealing with landscaping for architecture well as long as you know what you're you're doing as long as you're in control it's fine to kind of go through iterations of designs but in terms of realization um it's quite a difficult tool to use so for conceptual design great for realizations I think sticking to nurbs should be your top one priority especially when you're still learning the program okay that that was a very quick kind of showcase and introduction to subdue geometry and sub the modeling of geometry of course there are more tools than just uh the small one like the these ones that we've covered but at least now you know the principle and you know you can learn by playing around with it alright so now with geometry creation out of the way next step is going to be actually talking about how you can modify geometry once it is created I will as per usual go through the most useful set of tools right now okay so in terms of geometry manipulation there are so many different Tools in Rhino that there is no way that I can cover all of them so as per usual I will try to Showcase only the key ones that I find to be most useful and we will have stumble upon new ones as we will be doing a certain kind of example project at later stages so for now um let's call this form modifiers I guess in terms of the simplest ones you have splitting and trimming these two are kinda the the basis for most of the operations that are being done so trimming uh for instance for a curve it's very simple to show it for a curve but it works with any type of geometry as long as it's not a mesh by the way or a sub d as long as it's nerves so I should probably premise that all of the modifiers that I will be showing right now are going to be nurbs oriented and nerves based so if we have let's see Apollo line something like that and we have another one like that we can use this polyline right here to trim away see this portion how do you do that well you type in trim enter this ball line is your cutting one or this line segment is the cutting object notice how it's asking us to give it a cutting object so we select it we hit enter and then it asks us to select an object to trim bam that's it it gets deleted hit enter that that's about it so if I were to for instance um show it really quickly um if we just type in trim select everything as our cutting object enter then we can technically trim things with themselves and in doing so we can clean up a geometry quite quickly like that and then use join join to join up the curves back into one pot line right so initially what we've done is removed a corner right so that's what trimming does so splitting is I have one line right here and let's say I have two more like that if I want to split this curve into three curves with these two segments I would type in split and I would read what it asks me of so notice how with trimming it first asks me to give it um line with which or geometry with which you will Trim in this case it's opposite at first asks me select objects that you wish to split in this case it's the line right here enter and then it asks me for cutting objects which are these two additional lines here doesn't seem like anything happened geometrically speaking but if I read the command line it says one curve split into three pieces so that means one two three it actually did it right so splitting you can think of splitting as trimming while you keep both of them Parts still inside of your document so it's less destructive if I were to kind of expedite this to is that a correct way of using the term if I were to Showcase it with three dimensional objects or two dimensional objects it would look something closer to this you know we have a box any size of the Box doesn't matter we just create a surface whatever surface we rotate the surface awkwardly and make it so that the surface intersects with the Box oh by the way one thing is while this will would work right and I can let me first show you and then show you what wouldn't work so if I have the surface I type in trim trim select the surface enter and then click on the box corner you know I have successfully removed portion of the box then I can I can actually do the exactly the same thing sorry I'm all over the place I can do exactly the same thing as I've shown you with the polar line and the quick cleanup by selecting all of the geometry typing in trim and then choosing to trim away the outside portion of the surface you can see that there's a small triangle still left there and then just using that triangle to trim away this corner of the box and then selecting the remaining geometry and typing in join and now I have a box with a cutaway corner right so it's it's initially exactly the same procedure as what we've done with with polylines right splitting would work exactly the same way I will not be showcasing that because that's too repetitive but I will show you a problematic uh trim so something like this yeah perfect something like this wouldn't work why that's because this surface right here doesn't reach the end of the box so this part of the box is not an island it's not completely removed or separated from the rest of the Box Body by the surface there is still a bridge here meaning that if I used to trim I cut with the surface and I try to trim the box I'm clicking on it it nothing happens that's because it's not um it's not succeeding I guess I can show you another example of this let's say these two curves are intersecting let me extrude both of them into surfaces and let's move one of the surfaces down with this surface we trim away this again doesn't work because there is like a bridge here that connects reconnects that surface back into itself but if we have a complete I I can make it even harder if we have a complete kind of separation of two sides of the surface and I use the same technique trim this is my cutting object enter and I click on one side that works perfectly so make sure that things are intersecting properly before you trim that's done that's the name of the game okay let's move on so I've showed you um rebuild before but I didn't really talk about it as much so now we can talk about it I will start by showing you rebuild on a curve and then we will um move on to rebuilding a surface so let's just draw let's just draw a single straight line follow line click click enter single straight line if I select this line you can see that this line has two points start point and end point that I can click on and I can move them around these are initially this curves control points it doesn't have more right that's why it's always straight how do we make more control points by rebuilding so we select this curve and we type in rebuild hit enter and here it this kind of menu pops up where it asks us how many points do you want by the way in the brackets that's how many points you currently have we have two maybe we want four right not too many four is fine and then it asks us what's the degree we want degree three okay the green degree one is Apollo line it's basically straight line segments so between each control point you have a straight line segment no curvature whatsoever degree 2 are arcs so you have Arc connecting to an arc connecting to an arc that's AutoCAD way of doing it degree 3 is nurbs curves that is a completely perfectly smooth type of geometry I guess that cannot be exploded and is only um described mathematically right so it doesn't have sub components it's a uniform curvature object there's also degree four five six seven nine thousand nine hundred five fifty five there are infinite amount of degrees but after degree three um let's just say we as Architects we don't use anything more than degree three and you shouldn't use degree 2 unless you know exactly what you're working on and what why you want to use degree too so Point count for degree 3 will do the trick delete input yes because we want the new rebuilt curve to substitute the old one create new object on the current layer no we don't want to do that makes up differently no don't care preserve and time and tangent directions there are no end tangent directions don't worry about it just delete the input don't have anything uh text marked here hit OK you get your control points so now we have four by the way if you don't see the control points for some reason the shortcut for them is F10 the keyboard button F10 if you don't have F10 for I don't know why you wouldn't but let's say you don't let's say cat stole it or something you can type in points on a command that will force all of the control points of an object to be shown and then you can select the control points and you can move them around right so now you can make the straight line curvilinear okay um let me show you degree one and then we'll move on to two-dimensional things or three-dimensional things rather so I will rebuild this again come on rebuild this again but this time instead of degree 3 I will use degree 1. hit OK and now you can see that it's Apollo line with straight line segments as promised right let's go back to playing with surfaces I will create a surface for four corner Point surface just like that the Size Doesn't Matter if I hit F10 you can see that the corner points of the surface are the only things that are um being used to describe this you know we literally just clicked four times those are the control points and I can't mess around with them right I can lift one of them and kind of create a little bit of curvature here but that's nothing nothing too fancy so let's rebuild this rebuild and rebuilding a surface is exactly the same thing as rebuilding a curve except that you get control points in two directions rather than one because it's X Y or in this case u and v directions and of course you get the degrees as well in two directions so four by four three by three that should be perfect hit OK hit F10 and you get more control points so now you can you know let's say we select these let's select these two as well right there move them up you get a little Dome here right just a little bit more and you will be able to make a church um so you by the way to get rid of the control points just Escape so you get something like this if I were to rebuild this again and this time I would choose degree one for both of these hit ok now you can see that my Surface is actually Jagged right that's because it's using power lines as it's kind of construction curves um and you know it makes it sharp so you can kind of make really interesting things if you say that okay my point count is 10 by 10 and my degrees are three oops that was stupid three my degrees are three in U Direction and one in V Direction hit okay now you can see that it's kind of you we get these kind of ribbons let me redo this real quick rebuild again 10 by 10 3 and 1 hit okay yeah I think in Arctic view no not an Arctic an Arctic it's too white uh emap yeah with emap you can really see that it's smooth along One Direction and it's Jagged along the other by the way emap I select an object type in emap it's going to probably show you this this is very good when you are trying to see if things are perfectly smooth or not especially for subdue geometry all right so that's rebuilding rebuilding things very useful when you want to either increase complexity or reduce complexity of your geometry then we have extend extend is useful at least for me only with two dimensional objects and it works exactly the same way as how it works in um AutoCAD and select boundary objects this little curve right here enter and we extend this one and just extends until it reaches this curve right here right that's all it does you can extend different things you can extend surfaces onto other surfaces but again I usually don't use that I use just a regular extend for Curves there's also explode we already talked about explode any kind of geometry and let's do a box and let's also do a polyline can be exploded now we have six surfaces here and we have whatever amount of straight line segments here um during cleanup exploit is useful when you need to deal with separate surfaces separately but usually you you just work with the whole geometry as it's joined up by the way speaking of which joining things up right now these three surfaces are separated but I can easily select them all three of them type in join and now they are joined into one poly surface I cannot join these uh this surface onto here because they don't touch so I would actually need to move M enter from this point to this point select them and then join them for them to be joined up same thing for the curves these two curves cannot be joined up but if I move M enter from here to here select them then I can join them up into one poly curve or polyline okay so let's explode and join then we have fillet and chamfer um and also fillet Corners I guess so in terms of filleting works exactly the same way as what you would expect let me quickly draw a few examples here like that um Billet select first skirt fill it with radius zero first curve select second curve to Flat click let's do a corner when you already have a corner it will do nothing if you have radius zero when things are intersecting that is still going to work it's going to fill it let me undo let's do again but this time radius 10. first curve second curve enter to repeat the fillet first curve second curve enter to repeat the fillet first curve second curve let's okay now in terms of chamfirm chamfirm it gives you two distances that is basically how far away will the end point move from the corner um to create a chamfer so here we used 10 right so I'm just going to hit 10 and hit enter again to give it 10 by 10 so that after it kind of both curves reach a corner the point is moved by 10 millimeters away from that corner along both of the curves to create this kind of a diagonal right same thing here same thing here that's a chamfer right so then to let corners let's say you have peop something like this like a lot of Corners you could technically go around all of them and let them but you can also just do fillet corners for this poly curve a polar line and then you just give it flat radius 10 and it fillets all of them all at the same time right it's quite useful quite nice because then you can immediately extrude this offset surface this outwards um I guess 10 millimeters or something like that and you have yourself a little wall situation going on that's nice right um so that's fillet corners Queen curves uh is a very very powerful tool in my opinion um basically when you have let's say remember lofting right we did this kind of a zigzaggy thing uh let's make it more aggressive whoop and we had a copy of it just one not two just one copy and let's make it different so I'm just gonna move this control Point here and let's just see move this control Point somewhere here maybe this moves out it becomes bigger right then we can technically Loft between these two and get something like this but what if we want to create a curve that is an average between these two that is where twin curves comes in twin curves select start and end curves start curve and curve just creates a bunch of Curves in between well 10 to be exact we don't want 10 we just want one and this is going to be the exact average of these two curves sometimes you get something like this like a messed up looking curve that is because your end points don't match up and all you need to do is just click on one of the endpoints to make them match up and then it's gonna be clean again hit enter you get your control Point uh sorry control curve you can mess around with it a little bit more then you tween between these two uh here we go it's messing up so you just click on one of the end points like that mess around with this something like that to in between these two again messing up it's perfect move that in and then you you know you get this is a fast fastest way of how you can create a custom Loft really quickly by just tweening and adjusting the the cross sections so twin curves quite useful um I already talked about points on uh I will repeat it again so if you have a curve here and you just select it and if you don't get the control points or if you want to see the control points constantly you just hit F10 and it will show you the control points of the curve even if you are modeling something else you know like a tower situation going on here uh the control points persist they are still here so you can kind of move them around and so on if you don't want to see them anymore you just hit Escape and they are gone so that's apologies that's control points um if you select a box and you hit or any poly surface and you hit F10 it only gives you this uh these these points right here this one wait this is an extrusion Point apologies or a box it should not even give you that I'm exploding and joining the Box I'll do the same thing for these two guys right here explode join so this is like a prop like these are the most Bare Bones nerves poly surfaces that are enclosed now if I hit F10 cannot turn on points for poly surfaces um because these guys consist of more than one surface so it doesn't know what you want it to do and which control points to show so instead what we type in is we for this type of poly surfaces meaning shapes that are made out of more than one surface we type in solid ET on solid points on solid VT on hit enter we get the control points and now we can select them and mess around with them it gives you much less control points than what you're used to it only gives you the corner control points or solids if you want to get a more grad granule how do I say this control over this then you do need to actually explode the poly surface explode get the surface that you want to work on rebuild F10 or points on to get the control points you know do whatever you want with them and then join everything back and now we're back to the closed poly surface but this time with you know a weird thing going on at the top of it hope that makes sense all right um we still have quite a few tools to go through um Let me let me actually think for a second um there is one tool that I really want to show you so for instance um let's say we are creating some sort of a let's create a surface just any kind of a surface like that and let's rebuild it with a four by four and three by three degree three for control points and as per usual I'm just doing a dome shape that's the easiest one to show things on like that and let's say I want to have a certain curve projected onto this on the top of this Dome shape so I would draw in the top view probably with wireframe drawing mode and let's say I draw a banana a very weird banana but a banana nonetheless right and if I look at it in perspective view the banana is on the floor right that's not great so what I would do to get it on top of the surface I would need to move the banana above the surface and use project the project tool enter select curves and points or points actually to project so I select my banana enter select surfaces poly surfaces subdes or meshes to project onto well I select my Surface hit enter and now the banana is on top of the surface and I can select the banana for instance and I can see not trim let let's say we split we split the surface enter with the banana enter and now we have two patches here and this patch gets extruded a little bit up um or rather sorry it's undo not extruded offset offset surface this patch gets offseted by 10 units and this one gets offseted by 20 units right and if I check both of them with emap that's how it looks like a little banana emboss and actually two separate pieces so that that's that's the benefit of using project right you can easily project any pattern you want onto any type of geometry a project does have a direction that you can describe as well by default it's straight down project is c-plane this is quite useful when you have messed up Geometry honestly so let's say you draw some sort of a balloon thingy and your balloon thing is all crooked and all messed up but you actually want it to be flat right there are two ways of how to make it flat way number one is projective C plane project to C plane you select the object enter uh it asks you would you like to delete the input yes and it just kind of plop pops It On The Ground becomes flat you can use planner surface it it just works right it's now flat but another way that I've learned actually quite recently is what if you just scale it along the Z axis to zero exactly the same thing you know it doesn't get plopped on the ground yes that's true but it becomes flat and you can still use planner surface to create a surface from it so you can either project or just scale things to zero along their height um I'm wondering if there's anything more that I want that I should show you well I guess the last thing is let's say we have this we we know for a fact that this is flat right so if I extrude this down then the top of it is flat and the bottom of it is flat and I already mentioned this in the previous examples but as long as the openings of your shape are flat you can select the shape and type in cap cap to create surfaces on those openings to make the shape and closed right so that is the cap tool and I think in terms of this kind of a geometry manipulation methods that's mostly it because everything else is a little bit too niche and should only be you know kind of learned once you actually need to to use to use those tools yeah so we skip ahead and we will talk about solid operations such as in other words they're called Boolean operations but that is going to happen after I had a little bit more coffee all right so now let's talk about solid operations or Boolean operations as I like to call them and the reason why I call them Boolean operations is because every single command or Boolean operation starts with the word Boolean so we're talking about Boolean Union Boolean difference and Boolean split these tools or these operations only work with nurbs based geometry um and they only work with enclosed solid geometry meaning geometry that has no openings for instance a cube can like Boolean operations can be applied to this Cube because it's closed it has you know an inner volume and outer volume Rhino can distinguish between what's inside and what's outside of the cube if you're not sure if your geometry is closed you can always select it and type in what when you type in what the command what it's going to give you a description of the object ER and here well here right now it says Extrusion surface that's because a box is technically an extrusion surface if you can see Extrusion surface you know for a fact that it's enclosed but if you want to make sure you can always explode and join join it up and then type in what and now it's going to say that it's not an extrusion surface because we lost that information during the explode join process but instead it's closed solid poly surface closed the keyword here for example another one would be a sphere right a very simple one so let's just draw a quick little sphere here now I want to Boolean operation so Boolean Union let's start with this Boolean Union can merge two objects into one and it's not like it's joining them it's actually going to carve uh into both of the objects and create you know that overlapping bit inside of the sphere of the cube and the sphere bit that is inside of the cube those will be removed that that volume will be removed and these two will be merged into one shape so if I select both of them and I type in Boolean Union now you can see that there is a seam here and if I were to go to ghosted preview it's all merged up into one shape let me undo this so this is now I I just did Ctrl Z now we're back to having two shapes now the next tool is Boolean indifference Boolean difference select wall surfaces to subtract from okay so that gives us a hint on what we can expect to happen right so let's say we're going to be removing from the cube enter Subtract with with this sphere enter and now you can see that we are using one one volume to carve another very useful super useful tool I use it all the time both of these are used quite a bit if you want to and I'm I've just ended it so that we can do the third tool Boolean split so Boolean uh Boolean split is used when you you want to keep both parts right so with Boolean difference you're removing one of the parts but with Boolean split okay let's select surfaces or poly surfaces split so that's the cube enter and we want to split with the sphere enter let's move the sphere out out of the way and now we can see that our little Cube has a separated out part that was separated by the sphere most of the time I don't use this I'm not sure where it would be helpful but I'm sure that you know if you'll need to you will remember that there is a third option usually you just use Boolean Union and Boolean difference Boolean split might be useful so then in terms of um how do you work with mesh based or rather sorry sub D based geometry because we slightly touched on subdi so let's actually talk about it well let's see here um if I create a quick subdue box right here and I can kind of mess mess it up something like this maybe goes out a bit you know let's do something like that and then I have another um let's go for subject box again another form like that and maybe the top of it is scaled down and crook it this way and I kind of want to remove from this sub D let's say I want to carve you know use Boolean difference with this sub d right so removing from this with this I still can technically do it but remember that is going to be highly destructive process because first of all if I just do Boolean difference now and select the sub D enter with this enter it works it removes but notice how the shading changed and the preview of it changed and now as I select the shape it doesn't tell me that it's subdue anymore it tells me one closed poly surface has been selected so what it basically does when you apply a Boolean operation to a subdue shape it converts the sub D into a poly surface and now I've lost the capability of you know selecting an edge and cleanly moving it up and retaining the continuity now moving an edge actually breaks the continuity and messes my geometry up it's like that right so now with emap I can clearly see that wherever I moved the edges they got messed up and where I haven't moved them they're still clean right let me undo the movement do the emap again right all right so that's that's a little bit of an extra information in in regards to sub the geometry and Boolean operations now let's talk about utility tools or or supplementary tools that you might end up using a first one would be a zoom select all um so for instance if I have a box here and a box somewhere here third box somewhere here maybe there's a box right there and I'm kind of working on you know one part and then I'm working on the second part but let's say I lost or rather I keep working on this box you know and then kind of moving moving the edges moving them up and so on blah blah and I need to quickly look at the whole um sorry uh the the whole model the overview of my whole model so I want to zoom out so that everything fits in my model I can very easily do this by uh do doing this kind of set of shortcuts Ctrl a Ctrl a selects everything in the viewport right or if not in even the viewport in your model in your file so Ctrl a and then I type in z s a Zoom select all viewports enter and I actually should show this to you you can see that it zoom out zooms out and kind of focuses on all of these different shapes and if I minimize the viewport you can see that it happens in all of the viewports if you only want to let me do it here let's mess it up let's mess it up there we go if you only want to do it in one a single viewport then you can still do this by doing Ctrl a z a or sorry C S Zoom selected enter and then it zooms in only in the active viewport that you have and in all other viewports it stays this the way it was easy this is one of the most used tools Zs especially um in in my kind of modeling process because I can very easily just select an object type in Z as enter and now my camera is locked to that object so I'm kind of working on it you know I'm messing around with it blah blah blah and I'm done and I want to jump to some other part of you know of my scene so let's see this one I selected Zs enter and now I'm rotating about this one so in doing so it's very easy to jump around different objects and kind of work on them separately Zs is your friend please use it wisely then there is another one let me delete this Zs to jump to this uh dupe border or dupe Edge so dupe border is very useful especially when you have um open Geometry so for instance Ctrl shift click one of the faces of my box and I'll hit delete and now this is considered an open Geometry well duh it has the opening right there if I need to if I want to get a curve from here I can just select my shape and type in dupe border it's going to give me or generate a curve around its opening when you're dealing with 3D printing things that you want to make sure that everything is closed and it says the geometry is open and you have no idea where you can always use dupe border and it's going to generate curves around the areas that you need to fill in and fix either and there are of course millions of other reasons why you would use this tool this is just kind of one of them let's say you want to get this Edge out it says right here the Border will not work but dupe duplicate dupe Edge well do page you select the edge that you want to duplicate let's go for these three enter drag them out now we have one two three edges duplicated right so you can easily extract sub geometry from the main geometry same thing applies to dupe surface or extract sorry it's actually extract surface extract srf enter you do want to make sure that copy is set to yes or else it's going to actually remove the surface from the geometry that you want to extract it from so copy yes you select the surface enter move it up and you've successfully extracted the surface meaning that you can you know work with it separately to create even more more geometry actually a pretty pretty nice pretty nice tool don't forget that you can cap no you can't so to fill this in for instance to fill in this hole you would need to use Edge surface Edge surface one two three four edges fills in join the top turn everything up now it's closed poly surface right um move rotate and scale can be done exactly with the same um like just just like what we're doing with the gumball you can do this with commands as well so if I select this shape I can type in move enter and I can move it from point to point so let's say I just want to move it from this corner Point make sure that object snap is turned on and and snap is turned on so from this corner point I can move it to let's say here or here or here wherever I want to snap it to right it just moves there copy works exactly the same way as move I will not show it to you um the command is copy right uh except that it leaves the original in place it just makes a copy of it um scale so scale is actually scale um it asks you to give it a base point and then how big right so let's say for this object right here I give it a base point right here and then it asks me to either give it a first reference point or a factor if I just give it a number right now if I'm not clicking anymore if I'm just typing in let's say two enter two is like twice as big right so it just scales two times around that Center Point if I give it five it's five times if I give it 0.1 it's ten percent of the original size right um but notice how there was an alternative way of scaling things so scale if I give it a base point right here and instead of a factor if I give if I say my reference point right if I click here now with the mouse I can specify what kind of Dimension I want to have between these two points right so a simpler example let's go for simple let's say I have my my box and I'll just do it whatever size something like that right and I want um this this box to be let's say one 100 millimeters or 10 centimeters between these two points so I can select this box type in scale base Point let's say right here or right here doesn't really matter here second Point here and then I type in a hundred and I'm basically saying between these two points give me a hundred so I know for a fact that here and here we have a hundred and everything else follows okay what if you don't want everything to follow what if you want to scale things in Only One Direction well you're in luck there's scale One Direction or scale 1D option scale 1D select object enter from here to here I want to have 50. millimeters I type in 50 hit enter it scales down to 50. easy as that um in terms of rotate there are two well two useful ways there are so many in different ways but two useful ways of how you can wrote it if you just want to rotate things in a plan within the C plane then you just type in rotate enter select objects to rotate this bad boy enter what's the center of rotation let's say this point right here and you just specify either an angle or you click once click twice right or you can say from this point uh angle 45 degrees it gets rotated easy as that very simple to Gumball except with the gumball you get the center point usually in the middle of the object what if your object is like that and you want to rotate around this Edge well then you use rotate 3D rotate 3D select objects to rotate this bad boy and now it asks me to give it a rotation axis so I said around this this axis right here right so I click once on one end of the axis click twice on wherever else whichever point you want along the axis so let's say whatever here and then I can either again specify an angle so I just type it in or I can just click once and then I can still by the way specify an angle I believe yeah I can still do that or I click twice look and it's rotated easy as that um what else is is useful if you have one two three four that's it fourth geometries and they don't need to be the same right four types of geometries or not types but for geometry pieces and you only want to work on one of them and others are getting in the way you can always select the geometry and type in isolate I so late when you isolate a piece of geometry all other types of geometry get hidden they get hidden away they're still there they're just hidden it's very similar to just taking the geometries and placing them in a separate layer and hiding the layer right they're still there they're just hidden to show the hidden geometries if you just isolate you can always un isolate and isolate or you can just type in Show and it shows if you have hidden geometries and you only want to show you know not maybe everything but just bits and pieces from hidden geometries you can type in Show select it and then select the geometry that you want to show let's say this one hit enter and then it kind of gets gets shown to you right so hide show isolate three tools oh I forgot to mention hide right so if you just select a piece of geometry and type in hide it gets hidden isolate is basically an inverse height if you want to think that way show let's let's have all of these geometries actually showing um then in terms of selecting things sometimes you want to group things up especially if you have let's say I do a wall right uh 200 millimeters in thickness and uh three meters in length uh four meters in height and then I create some sort of a really quick window opening you don't need to follow along this this is just me kind of messing around to give you an example so let's say you know a wall a window opening right here um and then I just create a a window frame we offset oops offset the Curve uh I will offset it inwards by let's go for 50 millimeters like that create a surface from this also take the inner one create a surface from that and let's just say the window frame is a hundred millimeters in its thickness and the window itself is like 20 millimeters in thickness and it's single pane glass and is moved by 30 millimeters out and the whole package is moved in by minus also 30 millimeters whatever right so we have something like this by the way while I well I'll talk about that later sorry um don't want to jump the gun too much so let's say you have um you know a wall wall segment and windows and you're kind of copying it and and working on each separate portion here um dealing with glass and Frames separately might be not convenient you might want to be able to select the window uh both parts of the window at the same time so what you can do is you can select both of these pieces of geometry and you can type in group to group it up you group it up and now it's one group that contains the two pieces that we've had while these are still separate it doesn't join them up they are not joined they this is just a selection based thing it doesn't change the geometry at all so this is grouped in terms of just ease of selection um to ungroup it well you select the group and you type in on group and now it's ungrouped for those of you who are familiar with um Revit or archicad you might think oh how do I create families here and so on and the way you do it is through blocks or block instances so I will not be covering this part right now because I think it's a little bit too advanced but basically you can just select one you know type of geometry that you have created in this case this window type in Block specify what's the base point for the block let's see here give it a name window one okay and now we have this block instance that every time you copy is it's basically for Rhino this is the same geometry right it's a block um if I type in Block manager I can see that there is like the window block right here it's like a you know family filter and I can oops sorry close um I can choose to select all of the instances in the scene that are you know that come from window one um this is like a very quick example of blocks it's act it actually goes pretty deep um right so group and group is very different from blocks and it's very different from joining it's just a selection based thing I believe that is it with the utilities I'm trying to think if there are any more main ones that I would like to show you but there is not so now we will move forward with actually creating a piece of geometry um and I'll or a piece of architecture and I'll explain you the I'll try to explain the process or the thought process behind the creation two foreign
Info
Channel: Gediminas Kirdeikis
Views: 34,389
Rating: undefined out of 5
Keywords: architeture, design, arch, architec, proces, how, client, clients, rhino, family, house, lithuania, company, verygoodarchitecturecompany, vray, render, free, rtx, gpu, bim, revit, archicad, section, dynamic, drawing, visualarq, visualark, visual, arq, v ray, v-ray, v-ray66, material, rhinoinsiderevit, rhinoinside, rhino.inside, .insiderevit, zaha, hadid, beam, engineering, grasshopper, gh, shecule, d5 render, course, tut, rhinoceros, beginner
Id: Fx-Q8q0dKvo
Channel Id: undefined
Length: 208min 50sec (12530 seconds)
Published: Mon Apr 10 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.