https://www.youtube.com/watch?v=aSqsYlk5W3w

hey guys in this video I want to do a detailed study of a site um more detailed than the traditional giraffe study the traditional giraffe study is want to buy the site actually let's add the site so bring in the cadastral data and let's sound familiar with this area and I just want to I'm going to just edit the side boundary hit space edit project boundary and

query against this data set and say sub project boundary and then we can right click again and find the right one and merge it on and then we can do the same with this last one okay so now we've got a relatively accurate project boundary um and so then we take our building and and look we can snap to the the edge of the boundary here and then move it that's at 6 m in again we can snap and move it 6 m in and go fantastic and then we go residential and we know something about this site now we know about its overshadowing we know it's Hardscape softscape facade FSR right but let's say we wanted to understand how the basement may or may not work etc so of going to that next level of detail um which you would normally do in like an aryad or a Revit or something so I just want to sort of see how far we can push this thing uh so the first thing I'm going to do is I'm going to create a new usage called wall okay which is going to have zero efficiency Z and zero and I guess it'll

just be like a a plain white with a gray background and I'm going to delete this and I'm going to create a new drawing layer called basement create and I'm going to draw that wall um using the offset method so I can go over here and there's that wall and now I use this offset method and you can see it offsets this gigantic amount so let's just offset it 200 Ms not point two there we go all right so that is a wall um and so I'm going to do that wall and let's say we're going to tank this this we can tank this this basement all the way right uh and then I'm going to draw the car park and I'm just going to do one onr one car park level basement level not to so I'm not going to do the multi-deck and I can generate the

bay uh like this and this is where this this algorithm is relatively useful that you can sort of say okay well do those one 2 3 4 5 six really matter or can we just do this and maybe we decide in our assessment we're just going to do we're going to do this we're going to get 21 car parks and once normally once you're at this stage of detail you kind of know you know about this site you know a lot about this site you know it's sort of what it's meant to you know to FSR Etc um and let me just um on this I'll add an exclusion

Zone kill those three okay all right now I'm going to draw this we go make roof and make this ramp

see how steep that is so we can actually sort of talk about house so the height should really be let's say this this car park is going to be 3 m and we could do some mathematics couldn't we to um figure out the um the rise over the run the gradient of the of the car of the car park sorry of the ramp uh like that okay so is this a useful no so adding this polygon to the the car park has actually been useless so I'll D draw I'll draw as a separate polygon like this so This Is The Turning okay all right so now I guess we can bring this wall and close this up like that and let's just snap that there and this and I just want to make it all the same color so so if I come to the car park usage bbbb I'll just do this and add a property of color okay all right and then I yeah that's good okay so now what I'm going to do is I'm going to draw a core and maybe the core is going to go over [Music] here and it's going to be Cor

and so in the car park I better edit that exclusion Zone further like this so we're not counting that car park so look if you look at the number of car Parks provided we pull that down say 17 but that's including two under there so I'll kill those guys okay so there's our call 4 by five not sure and and you know what like we could go the whole hog like maybe the lifts are 1 seven and so I'm going to do the uh this base Point move it so like snap it there and then do this thing again and snap it there and then what I'll do over here is I will add a nocad flag just so we get this kind of that and I'll group this all and maybe add some levels okay so now we've got a Car Park Core and a basement and what I want to do now is add the terrain and uh Drop It To The Ground so it stay AIT of here okay and so you can see what's going on this is actually quite a slope site so what I'm going to add to this thing is I'm going to add a cut and fill flag to it and I'm going to add an

elevation datum to it and I'm going to set that elevation datm to minus 68 or maybe it's

68 okay there we go okay so you can see that's slightly underground so now I'll just I'll lift this thing up you you see we've dropped it down so I'll just lift it up so relatively we can see what's going on and I think if I change this to a higher there you go Okay cool so now we've got oh and you can see the angle of repo so if I just don't clip to site boundary you can see what's going on is this this core so this is cutting out the terrain uh if I turn that on like this and if we make that like a four really highlight that cut so the way we we don't want that ramp we want that that angle to close up so we add this new property called angle of repose and sort of make it 89 okay there we go now we've really got a a cut okay and you can sort of see now what's what's going on is that our original ramping position because we didn't consider the ter is absolutely ridiculous so let's do this lift the car park up and kill the ramp CU we don't need it and this wall I'd like to

split I can't that's sad uh oh maybe it's there here we go um and put them back so that this becomes the entrance of the car park and this will now we can kill that some bit and close up like that and now on the car park we want to put the the exclusion Zone over there and rather than doing another exclusion zone I'm literally just going to kill the the the car Parks underneath there that's interesting doesn't it's not killing

them interesting interesting because I've copied it okay so it is killing them sorry when I copy drag that it drag copy the entire um slab rather than just the exclusion exclusion Zone okay so we've we've got the entrance over there and we've got the car pars there's the entrance there's the core there's the car parks and like our cut and field now we sort of you know we've got a kind of a a dead facade over there but it's buried over here and so we could probably say we can ramp it slightly a little bit down and again recalling that this um this data set this elevation data set that we're looking at it's not the world's most accurate um data set it's coming from the shuttle radar topography Mission okay groovy but we've got ourselves like a thing now in terms of a graphic output what do we when I say we've got ourselves a thing what we've got is a scheme as in it's quite a detailed level of understanding about what's going on and let's continue the scheme and so what

I'm going to do I'm going to add another drawing layer now called ground and that's just going to be a slab on top um that I'll set as Plaza and I'll give it a base height of actually what I'll give is um uh floor to floor a

height okay it's collapsing down which is rather annoying maybe can I just

draw okay that's better okay so I'll just put this there as a lid and I may not do that I may actually add an elevation dat so that this thing is absolutely red in and I think it's about 80 so like a 4 M there we go okay so it's like RL 74.4 that is the RL that we are choosing as like the the building pad the ground level that's capping off this this building and here's our core and so now what we can do is we can just use our apartment algorithm so that's RL 74 so I'm going to just draw an apartment algorithm I'll use the one with balconies I'm just going to draw it like this um and pull that like that and then collapse that to be a core right so that's where our core is going to go and then we better pull this in and in in which case we can pull that out and out now I better add an elevation datm of 74.4 to that

74.4 okay and now I want to pull that out a bit and excuse me 744 74.4 I just used shift F there to move it and now I'm going to drag the core over there and I'm going to outline this now let's say I really care that the core is is there for some particular reason uh and you can see here my core is going through my core but I can do one better I can go in and in the algorithm I can delete the core and save my changes and now that original core is actually shooting up and so now I can control that original core and position it exactly where I want to uh to the exact right size that I wanted to be um okay cool and I'm just going to turn the Cor off the corridor facad off Sor Corridor add new property no visards save groving okay and now I'm looking at a upturn this on the on the terrain I'll stop clipping to the side boundary I'm looking very detailed and you can see I've got this issue over here where this bottom apart is crashing straight into the ground this one potentially is

okay but so why don't we lift this up so 74.4 + 3.2 would be

776 okay so there we've got the that's the typical tower level and so now let's model this one out so why don't we create a new layer called Tower and put this one on Tower then I can turn it off and now let's model out on on ground um that that layout so I just show it ghosted in and lock it and so what I'll do is this is a terrible plan just it's so silly but anyway I'm just assuming that I've got it right so let's say the lobby is going to be let's say it's going to be a big Cafe Lobby so I'm just going to draw a rectangle and set that up un set that usage to community and set that that elevation data to 74.4 which is our base data okay so there's that sort of thing and then um oh sorry so I put that on the actual Tower layer unfortunately because I am sit out so I think you can just right click this and then put it on ground oh okay that is good now Community is popping this even higher and that's because the community um Flor to floor is set at four instead of

3.2 do that and save those changes there you'll see that and now what I'll do is I'll drag out a ground floor apartment over here shift F just zoom straight to and I'll do that and it can go over here and then we'll draw a rectangle like this and this will be the

lobby do I have a Lobby usage I'll just use the community usage and I'll change the color to something else like something like that there we go and that's on ground and then this instead of being Community this can be a two-bedroom unit and that's on ground as well okay so we should now see everything we need there is a problem this just going to turn on x-ray mode this guy needs a higher stack order oh no needs that elevation datm so everyone that is on ground needs to be put to Elevation