 Before we start on the cabinets and the drawers, I notice in the reference that we have this little lip in the back here, and I want to totally replicate that just to be thorough here, and it will make it so it's an option as well, right? All right, so I'm going to move this down because remember that the UV node that we're making here works off of connectivity, so it'll loop through multiple objects, which is great. All right, so I want to get the top prim from the counter here, and we already have a node that does that, so I'm just going to copy this wrangle node here, and that'll get me that top prim, which is great. And then I really just want to get a little sliver off the back here, so let's convert it and do our carve trick on a nerve surface. So I'm going to convert this over to a nerve surface, interpolate through holes. Beautiful. And we'll do a carve, so we'll carve that guy up, and I believe it's the second V. Yeah, and we just want to keep the outside here. And yeah, there we go. I mean, you could totally do the first V, too, right? And then just keep the inside. This one just worked better. So we made a tomato, right? All right, so I already went ahead and added a lip thickness to the parameters here. We're actually going to also need a switch over here as well, so let's go and add that. I'm going to actually add a toggle, and I'm going to call this a COU use lip, and we'll call the label use lip with the question mark. Cool. So I'll use that to let the user decide if they want the lip there or not. And then we're also going to need one more for the height of the lip. So let's add this guy. So say COU lip height, lip height, and the range for that will do the 0.1, or 0.1, I'm sorry, 0.01 to, I don't know, 0.25, something like that. Again, you can change these. Maybe at the end I'll do like a polished pass, and I'm going to set this to 0.05. Looks pretty good, so far. All right, so let's take care of the lip thickness here. I'm going to paste this into there, and you'll notice that it actually doesn't work right away because we need to do 1 minus. Remember, this is a percentage of that surface, right? So 1 minus that will give us the ability to set the thickness of this lip here. Those ranges look like they're working pretty good, so perfect. And then let's do a poly-extrude. There we go. And I want to set the height from this lip height here, so let's copy that, and we'll paste it into there. Oh, and we also need to convert it back to a polygon. It's cool that the poly-extrude was taken care of that for us, though. Yeah, so there we go. We've got our lip height all set up for us, beautiful. In this case, we don't really need to include the back, and in fact, I don't want to include the back, so we don't need to turn that on in the poly-extrude. All right, so let's use the toggle here, and so I'm going to drop down a switch and just drop in a null note here. That way, if the user wants to turn it off, then it'll just use the null note and won't merge anything in, basically, so we'll just drop down a merge node here now. And wire this guy in like so, and wire this guy in, and yeah. So let's set the default on this. Oh, let's actually set it first, so I'm just going to copy this. So let's go make sure that the default on the toggle is set to 1. I want it on by default. We'll call this the lip switch. Cool. So now we have the ability to choose that or not. And let's check our UVs just to make sure it's all good. Yep, that looks good, beautiful, and yeah, we're on our way now. So now we have a lip, and we have the option to add it or not. So first variation, apart from all the dimensions and stuff. So all right, so now let's go and build all the drawers and the doors and stuff like that. Thanks so much.