 So now I want to work on developing the base wood planks basically to support the whole cabinet counter prop that we're making here So if I were to look at my reference here It's this piece down here. Usually it's like you know a really thin plank and then a really long plank this way So I'm gonna just kind of screw them together nail them together at the ends there All right, so what I want to do now is get that going so it's Go back to here. I'm going to drop down an object merge node and I'm going to go and Drag and drop this out base into the object one for this first merge option here And that'll allow me then to break off a new stream over here so I can work on that guy So a really cool way to do this is to actually convert this over into a nerve surface All right, so from polygon we want to go to a nerve surface and the reason why I want to do this is because it's parameterized and so basically it comes with UV values that we can use a carve node on and so I'm going to say interpolate through holes that way we have the same quad But now it's a nerve surface and so I can use a carve node now like I say I'm previously To carve off sections, right? This will allow me to define the geometry that we use for the Those side planks that I want to build up But I want to do it on both sides right and so we need to do an equal offset So I'm just going to highlight this Right left click and drag and then do a relative reference. Then we'll do a 1- That way we get the same offset on the other side. So now as I move this guy it's equal offset on both sides sweet All right, so with that now what we can do is develop the The width planks over here. So now that we've got These three primitives here. I'm just going to blast away Primitive one or I'm going to split actually so let's use a split node And I'm going to split on one and that's procedural because it's always going to be that the one right in the middle, right? We're not going to really be changing up this kind of box shape of the cap encounter So and then I'm going to actually invert it. So let's put them all over here So now we have our depth planks and now we want so we can name this here. So it's a depth planks And over here, we've got that other piece of geometry that we need to carve up now. So Let's drop down a carve over here Now and I don't want to do that guy This is on primitives There we go. Now we're back in business. I just had it the wrong way. Okay, cool So yeah now we have this carve node and so I want to do this on the first V and second V. All right, so that'll be What you see right here? Yeah All right, and we just need to set up that same Equal offset so one minus the first V There we go. So now we've got these guys So we can go and merge these together just like both those guys and then hold down alt and left click and drag to create a merge node Very nice. And then finally we're going to want to convert that all back to polygons And again interpolate through holes so we get just those quads back. I don't need all that extra geometry Sweet and so now It's really easy. All we have to do is just do a poly extrude To develop the height of those particular guys or the entire base of this particular prop You can also go and add the back to it really depends on what you're going to do A lot of times this will just be sitting on the ground so you'd never need these polygons in a game But I'm going to put it in there just for now. Maybe I'll add a little switch for it So you can turn it on or off as needed Yeah, so the other thing I want to do is I want to make sure that You know, these two guys are the same widths Now you don't necessarily have to do this but currently these these are already coupled, right? So I can make these guys really wide It's really simple to do All we need is a value to determine how thick we want to make these wood planks And so I'm going to go to my controls remember we pinned this particular panel over here So we have access to our controls. I'm going to open up the parameter interface and I'm going to create actually No, I don't need new folder. I'm just going to create a separator in here Just indicate these are separate controls for something and I'm going to drag and drop a float slider in there and this is going to be called our base wood thickness Let's do that. And so we'll say wood thickness And let's give it a range always good idea to set these guys up I don't think I'm ever going to need to go to point more than point five But we'll test it out and the default I'm going to say is going to be point one For now We should also set up our ranges on these guys Looks like I turned it on but the ranges themselves go all the way to zero. I don't want the user to ever go to zero So a minimum width of at least Well, we can do like point five. So half a meter I'm going to lock it so they can't go any farther than that and then maybe the max is like 12 feet for now Yeah And then for our depth same thing Maybe point two five for the minimum And the max I don't think you'd ever want something more than four for this So I'm just going to go with that for now be really easy to tweak these as you develop your asset All right, so we got that wood thickness while we're here Let's also add in a new float slider for the base wood Height so we'll call this wood height Like so and set up a range for it so I'm going to start with zero point one for the minimum and Maximum point five for these guys. So half a meter That's pretty tall And we'll start with the default of point one All right, I'm gonna hit accept cool. So now we've got our new sliders. So really this is going to be How thick I want the wood to be the issue is this particular Value right here is actually a percentage All right, so let's take a look at this. So it's a percentage of the total width right because this first U value goes up from zero to one right? It's not the actual width of this currently. This is set to two meters or six feet So when we're at zero we're at zero meters or at one I mean yeah zero meters and that when we're at one we're at two meters over here, right? So this is a percentage and so in order to make this procedural and to use this value I want to say I want my thickness to be point one meters, right? I'm gonna copy this value. I'm gonna paste it into that first U and then divide it by the total width when we get the total width in X By doing a BB box, right? So you put in zero for the first input geometry then we say DX size There we go All right So now I have control over and that becomes a percentage now because I take the total width and divide it by the Thickness that I want and I get a percentage right? You can see this number is not the same as this number So this will allow me to determine the actual percentage. So let's just copy this then And put this down for this one. So I'm gonna call this the depth carve And this is going to be the width carve It's not necessary to name these things but good idea to just stay organized All right, so yeah, let's make sure I copy this up here. I believe I'm still on the clipboard This time I just want to take that width thickness and divide it by the deep or the z size Right. So now For you to take a look at our planks if I move this value, they're always staying the same Size to each other in relation to each other Cool. All right, it's fun math Stuff. Oh, and now we need to hook up the height. So let's copy the wood height And paste it for the distance over here There we go. So I have control over that So you can see how nice it is to you know, just have this null node here So as you're developing your HDA, you're just constantly building up your UI as well And then when we go to actually turn this into an HDA We can literally just you know drag and drop our our whole folder of all the parameters over to the HDA and It goes over nice and cleanly All right, so now we've got all these particular planks here, right the next thing I want to do is I want to UV these guys now. You could always go and do a UV unwrap All right, that's that's a quick and dirty way to get some UVs, but you're gonna get a lot of shells, right? So a really cool way to do this. It's really simple. It's just takes a little bit of Set up over here to you know, do a proper box unwrap because literally all we have here are a bunch of boxes, right? So what I'm gonna do is create a subnet and I'm gonna call this box UV mapping Just a box UV map All right, we'll use this quite often throughout this entire prop so Let's dive into this particular subnet here and get things set up So I'm just gonna select these guys and do a shift out on these Just organize them and then I like to put down a null node here right under this first input Just so I know it's coming in even though it does have the label I'm just gonna call this geo in sometimes I have points coming in sometimes I have geo coming in sometimes just curves So that's why I do that. It's not necessary. It's just a thing I do and then let's do a for each Connected piece there we go So this will allow me to loop through each one of those pieces of geometry that are connected All right, so if I just loop through this guy with single pass on All right, so what we want to do is we want to unfold this Appropriately and you got to do a little bit of extra, you know when you're working in Houdini for to make this procedural at least so the way that I do this is I create a box, right and A unit box right so this is a unit box because the sizes are 1 and X Y and Z and one in for scale and so I Can actually define a set of UVs that we can just use or a set of seams I should say that we can use over and over again And it wouldn't really matter what the shape is right because we can transfer our seam group to the geometry and let Houdini work it out from there all right, and so here's what I'm going to do I'm going to go and I'm gonna hit s on the keyboard and Select my edges. You can also hit 3 on the keyboard. So 2 is for points 3 is for edges 4 is for primitives All right, so hit 3 on the keyboard and I'm going to use this to define out my seams. All right, so I want to unwrap this such that Well, let's just get one unwrapped going here. So I Want to make sure that you know we unwrap this whole guy, but keep some of these other guys on the side Yep, and then I think I want the main seem to be back here. I think that that'll work We need one more over here I think we can always change it. All right, and then while you're in the scene view here Hit tab and then start typing out group and your group selection will be your edge selection will be right there for you and I like to call this seams All right, and what we'll do is I'm going to do a match size now All right, and I want to match this particular box To our bounding box of this particular object that's coming in here, right and Inside the match size node. I'm going to say scale to fit and so we get there and this works really well for boxes We literally get that same piece of geometry that we just created over here, but this time This particular piece of geometry has our seams on it, right? It's hard to put a null note down here. So you get rid of that visualization You can see now we have our seams Set up and I think I want to change that a little bit Yeah, so that one's not right. It'll just pop off completely. So let's Redo that and what I'm going to do is actually scale the box out Yeah, so I want to match That particular shape just to make it easier for me to see Doesn't matter because remember it gets the match size again All right, so let's clear our edge selection group out and Basically, I want this guy That's a seam. That's a seam We're gonna put the main seam over here That's a seam and that's a seam and I can get rid of that guy because it's gonna unfold from there No It should be good then hit enter All right, so let's just do a UV flatten here. Let's see what we get Oh, I need to set up the seam group There we go. All right, so I need to cut off some of those other guys in there. Let's go back So again hit this little guy. I want that one and That one yeah, because then they'll peel off basically hit enter And then hit five on the keyboard to go in UV view. There you go. Cool so now You could just use that geometry straight up. Let me get rid of this null node You could use the geometry from here But we might not have a box coming in every single time and I want to be able to reuse this particular subnet So I'm gonna use a group transfer. So we do a group transfer All right, so I want to transfer to my original geometry. I don't want to take this guy And transfer the seam group. So in my group transfer here, I Don't need prims or points. I'm just gonna transfer the seam group here So now you can see I transfer the seam group over appropriately Pretty cool All right, and then we just UV flatten it There we go. So if I were to look at all of them Let's do a single power unchecked single pass. We're gonna get a couple here that do Have long pieces. So you could set it up such that you know, you look at the you can switch between different box types so we could do something like Switch here and have a different preset for your seams, right? And I think I'm actually gonna do that. So basically the ones that are working really well Those ones I want all of them to look like that Are the ones that are on X. So I need to switch to a different preset when I'm on the depth planks And so we can set up a little wrangle node for this Say check there and we're gonna do a detail for this and we'll just say I at switch Actually, let's first get the size. So I'm gonna do vector Or we do a float nope, let's do a vector So I'm gonna call this size and I'm gonna do get BB box size We'll say zero and that's all we need So now it's storing the size. So what we can do is I'm gonna say if Z is greater than X. All right, so we're gonna say if Size Z is greater than size dot X. Then we'll switch All right, so I'm gonna initialize switch to be equal to zero and If we are greater in Z then we're gonna set at switch To equal one There we go. Cool. And we can just wire that into the straight right there into there All right So now all we need to do is come over here and just try to detail expression So we'll say detail and we want to get the data from our checker and The attribute that we're looking for is switch and zero and if all that went well We should be good. Oh, we need to Reassign this one. So let's do this one here So this one is actually gonna be bigger in Z So my groups need to be different or my it's at selections need to be different All right, cool. So I want that peeled off that peeled off And then this guy this guy and that guy and then we'll do the main scene right here Hit enter to commit that. Let's take a look now Yeah, there we go. So now they're all proper Cool, so we'll have to set up a little bit different one, but that's the main idea for Doing procedural box mapping UV mapping good idea to also put the output down here Cool. So this works really well for boxes. Just a technique when you're working with these kind of wood planks here All right, so that pretty much Does it for this particular setup? So I'm gonna drop down a poly bevel just give it a little bit of a Bevel on these guys. I'm gonna make sure I save the scene as well And we'll just do a little bit. I just wanted to catch a little bit of specular Makes it feel better in game too Yeah Looks good. And then finally let's put this into a group and call this base wood and Then we'll put a note note down and call this out base wood Well, you get our in the keyboard to set the the blue flag there Awesome, so we are on our way. That is the base wood now So it's some pretty cool little tricks in there. And it's all UV'd All right, so let's move on to the next step and start developing the cabinet area