This video is titled Setting Up Surfaces. In this video we're just going to look at how we can set up a interface in Rhino to work with surfaces and why that's important to do. When working with surfaces, I like to work with Ghosted because that allows us to see surfaces as both opaque and transparent at the same time. You also notice too there's a couple of things that you probably don't have in your interface, and that's these green and red lines, and also the back face of my surfaces are in a different color, they're in purple. There was also something particular about the way that I drew these. If you noticed when I created them, I created them in a counterclockwise direction. Anytime we create surface geometry in a counterclockwise direction, either by how we, let say, drew a series of curves to then create a surface from or select a series of points, and this could be the order that we put them in the code that's going to determine the directionality of my front face and my back face. Every surface has a direction to it that's called the front face, back face, but it's also called the normal of the surface. There is another way to tell normal direction of a surface, and that's to click on it, and type up in the command line Dir, which will give us the direction, just like we do with curves. This is showing the normal or the vectorial direction of the surface, and when we talk about vectors, we'll get into this a bit more. But it's important to understand at least how we can start to identify this and work with it using surfaces in Rhino and then code. How I set my interface up to be able to see stuff in this way is fairly straightforward, and I recommend that you do follow this to set your interface up in this way. To do that we go under the options, which is this little gear here, click on that, and sometimes it just takes a minute for it to open. There it is. You want to go under view, all the way down at the bottom of Rhino Options, open display modes, and then if you like working in shaded more, you could set it up for those display modes also, I just set it up for Ghosted. Under Ghosted, that title, if I click that and scroll down a little bit, there's an area that's called backface settings, and by default it'll probably say use front face settings. I want to select a single color for all backfaces. Set it to that, and then you can click on the color and select something that's, it doesn't have to be purple, but it's probably something that's a little garish that you don't normally use for would we want to use for front face and hit "OK". Then under objects, open that up, and then go to surfaces. Then under isocurve settings, it's probably by default set to use object's color. Go to use specified UV colors, and I like to set my U color to red and my V color to green. Now we're not going to work too much with these yet until we get to less than five, but it's just good to get used to seeing them in the scene. That's going to play a much more important role when we're using surfaces as a base structure from which to create geometry, these directions, and the domain nature of enough surface is going to play a pretty important role. Then you hit "OK". These defaults should be saved to your setup. Anytime you open Rhino now it should show up like that. There's, of course, a bunch of different ways that we can create surfaces, not only in Rhino but also in the code. A couple initial ones that we'll look at, making a planar surface. If I have a planar curve, I can make a planar surface from that. If I have a series of points, I can use surf point to do that. Another one here, surface from 2, 3 or 4 edge curves which have to be open. You can see that made it flipped with my front face down, I can see right away. We can also flip that after it's created by just typing in flip, which we can also do in the code. You'll see too that these have a difference if I go to turn on my edit points for these because of the way that they're created, those edit points have a different relationship to that surface. Depending on the tool they used to create them can create the nature of the edit points that one could derive or extract from that, same with this circle here. We're going to talk about those a bit more as we create these things within the code, and look at different functions for creating surfaces in the code. Couple of others that I won't demo here we'll eventually do them in a code things like sweep one rail and two rail and lofting, and if you've done a lot of modeling in Rhino, you'll be familiar with those, but we'll show how to do them all within the code.