 Okay, so let's turn our attention to stubbing in our top network. So PDG is Basically utilized through top nodes. All right, so let's take a look at how to get all this stuff up and running inside of hoody All right, so let's get started with our top network. All right, or our HDA that has a top network inside of it so Make sure you are in your intro to PDG PDG hipfile. Okay, and let's start this out by dropping down a subnetwork Okay, we're gonna make this more of a compound HDA All right, so I'm gonna call this the PDG landscape IP PDG landscape There we go. Cool. So inside of here we can go and create a bunch of different type of networks now So the subnetwork really just kind of holds a bunch of other networks Usually, you know things like geometry nodes and in this case a top network All right, and I'm actually going to utilize both those Okay, so what I want to do in this geo node I'm just gonna call it null and in fact, you don't necessarily need to do this. I was gonna go and just call this null Like so and then inside of there drop down a null node All right, so you don't necessarily need to do that You can put just start typing out null and just create one like so that works just fine as well Okay, and I think I'm gonna leave that there like that. So now we have null one and I'm gonna change the look of this by hitting z on the keyboard and I'm gonna change it to I don't know something like that All right, so this just gonna be there. So at least the PDG network produces You know a null value if there's no geometry being produced. Okay So inside of our top network, so we're gonna call this our landscape pipeline All right, because top networks are a pipeline what they do is they basically can consolidate steps So each time we go and create an HDA or who do you need digital asset? We're creating a step in our pipeline. All right, and we what we want to do is we want to pass You know the results from each step down to the next step and that is what PDG Helps us with and we construct those pipelines with top nodes. Okay So inside of our top network here, let's talk about a couple of things. All right, so we have this local scheduler This allows us to or this basically Controls or conducts how the pipeline is executed. All right in a very basic way It it basically controls events and it's firing off how the nodes and controlling How the nodes and managing how all the data is flowing. So this local scheduler is required. Okay So what we want to do is we also want to expose this working directory Okay, because we always want to point PDG to where the location of all of our HDAs are because without the HDAs then our top network wouldn't actually execute It wouldn't have any way of knowing how to process the data So this is a very important concept here So let's go and open up the type properties or actually we need to turn this into a digital asset first So let's right click on the IP PDG landscape node here and say create digital asset All right, and then let's go and I'm going to capitalize these guys just because that's what I usually do All right There we go, and I want to put this into my project folder So I'm going to select the little file browser here go to job and then go to HDA and I'm going to save it right here All right. This is basically the only HDA that we're ever going to need to bring into unity, which is one reason why I really like using PDG for the Houdini engine because I don't have to be constantly dragging and dropping a ton of HDAs around So I'm going to apply and accept and with that we now have our HDA So what we can do with this is we can actually expose This working directory right here to the top of our HDA Okay, so let's open up the type properties for the HDA now. I'm not going to really talk too much about Constructing HDAs in this particular course because it's more of an intermediate course And I really want to just talk about you know PDG in general. Okay, so Let's go and expose our working directory to this type properties So I highly recommend getting you know a little bit more if you're if you're not familiar with it HDAs just I would take a couple beginner courses The racetrack course is a great course from IndiePixel You could also take the ammo crate course. I have tons and tons of videos up on YouTube So highly recommend checking those out. All right, so let's go and just drag and drop this working directory into our HDA And I'm going to actually leave everything at default here, which is great Okay, and let's actually put it into a folder. We'll call this core All right There we go. I'm gonna hit apply and accept. So now we have that linked up to our property up here or a parameter up here Cool. So this will allow us to literally change the working directory inside of Unity as well. So let's do one more thing. I want to go in here and Let's go and drop down something like a wedge node. All right, and really all I'm doing is I just want to show you guys how to Utilize the asset link in the next lecture So I'm dropping down a node so it'll show up inside of Unity. So I'm gonna call this my wedge For now. All right. I know it's a funny name Sorry. Anyways, then I'm gonna drop down a null node and we'll just colorize this I usually do this like so we'll say pipeline and There we go. Very cool Okay, so with that we are good to go So I am going to just save the node type and in the next lecture We're gonna go and test it out inside of Unity now It's not gonna do anything currently but what we're gonna do is just get everything hooked up to the asset link Okay, thanks so much