 All right, let's keep moving forward and let's go and detail out the different peels on our pumpkin. All right So let's jump back into hoody Okay, so what we need to do is we need to come in here and work on each individual peel Leases I'm calling them on our pumpkin over here. Okay, and so we have our loop set up from the last lecture over here Where we can go and cycle through each of these Individual peels here. All right. What I want to do is I want to drop down a add node Because I need to get all these Horizontal lines extracted from this particular mesh and this add node will help us do that All right So what I'm going to do is I'm going to hook up that add node and hit delete geometry, but keep the points So I saw all my points around Super cool, and we can come in here into the polygons tab and hit the by group And what this will do is it'll allow us to start to connect the points together based off of a pattern All right, just like how our group by range Used a point numbering range to create a pattern to group the prims into we can do the same with this add node So what I'm going to do is set this to skip every nth point. All right, so we're going to skip every so many points And what I need to do here is I need to get the number of points from our profile Just like we did in that group range So we could actually just come up to our group by range node and actually let's just select the end points Function without the minus one and we will go and put this into the end Parameter here. All right, and it enter and look at that And that's because we're skipping every other point basically in our Profile all right, so we have 18 and so it's going all the way up and then coming over down to the other side And connecting the two horizontal points that match How cool is that? So with that what we can do is we can come in here and drop down a carve node Because I'm looking to put a couple points in the middle here and I need that offset To be equal on both sides here So if I were to put in this carve node currently into this add node You can see I can pull off, you know one side of the curves there. I can pull off the other side Well, I need both of these to be Basically an equal offset So to do that I can right-click on this guy say copy parameter and I'm going to paste that relative reference in there And then I'm going to put a one minus Because we really just want to take one and we want to subtract this value Which will give us the exact value on the other side of the curve All right, so in this case we get point seven one So now we have an equal offset on both sides Cool and for this to work I need to also check keep outside because I want to put these little points right here and I'm going to lift these guys up and in order to lift those guys up I need to basically peak them with something like the peak node Okay, and this peak node works off of normals So it kind of displaces it or doesn't kind of displace it it does displace it based off of the normal direction And currently if I turn on my normal display, I don't have any normals on here. All right, so let's Backtrack a little bit here. That's what I always do inside of my graphs I backtrack to find the point at which I lost my normals So I come up here. I still have normals look at that and by the time I get to the add node That's where I lose my normals. So at some point in between These collection of nodes right here. We need to do our normal So I'm actually going to put it up in outside above this guy up here So I'm going to put in a normal node here Okay, and the reason why I'm doing this is because I want to set this to points Just like that. So for every single one of these guys. I get normals All right, and you can see that they're still green and that just means that they're vertex normals and currently I actually set them to point normals. So that means I need to hit this little guy right here So that way the for loop actually updates the geometry Cool. So now we have our normals. So let's go see if we lose all that So I'm gonna hit this add node. It looks like we're keeping our normals nicely, and then the carve node looks good Awesome. And so when we come down to the peak node, we still have our normals too, unless the recompute point normal checkbox is on All right, so I'm gonna leave that off for now All right, and what I need to do for each one of these guys I need to somehow group these two inner points here We also need to join these points because currently you can see it's Actually kind of hard to see on video, but they're overlapping points here. You can tell by the the point numbers There's a number underneath that 40. I swear All right, so I need to go and join these guys together So to do that usually we drop down a fuse node I'm gonna get my fuse node here All right, so I'm gonna fuse the points together first That's pretty good, and we got a normals blasted away So I don't want to recompute any of those normals there Very cool. It looks like we're pretty good now All right So what I want to do now is I want to go and group just these inner guys on each one of these particular Curves over here. And so to do that what I can do is drop down a group node And let's feed that guy in there. We'll call these the inner points like so All right, and I'm gonna say We're gonna actually put this on the points for the group type. All right, because we're selecting points and I'm gonna hit enable and Let's do unshared edges And currently they all select and that's not gonna work for us So we're probably gonna have to do some sort of group by range then All right, so let's do something like that Okay, so I'm gonna drop down that group by range node and that's wire this into Or after the fuse node there And I need to set this to work on points. All right, let's name this our inner points here and so What I want to do Is I want to select two out of every four of these points. All right, so that's the pattern So for each one of these primitives here All right, we actually still have a whole primitive there And we should probably take care of that really quickly. Sorry about that getting off topic. Let's do a a join Like so And by default it's going to try to blend it and we can come down and say only connected Let's check our primitives and there we go. So now we have a primitive Per horizontal curve there Awesome That is what I'm talking about and we still have UVs for all this stuff. Super cool So let's pump that back into that group range and get back on topic here So let's go over here to the group by range node And so again, I want to select two out of every four of these points. So if I put in two for here So I want to select two points out of every four You can see that that selects two points out of every four, but it's doing it over here So we need to offset that by one Whatever we gotta look at that Super awesome. So let's get rid of this other group node there and with that Now I can Pump that into this peak node here And for the point group we can give it those inner points and I can go and create a profile How's that for proceduralism? Very cool. So at this point, I want to make this a little bit more round too. That's where our resample node comes into play So let me turn off cap locks there And so I want to drop down a resample There we go All right, cool resampling it And we can even go a little smaller with this guy or better yet, let's do a maximum segments that way I can control it much better for game development And set it to subdivision curves We now have a way to create a nice smooth peak offset there For our pumpkin How cool is that and we still have all UVs in place So let's go drop down another skin node over here Turn that back into geometry and voila. Look at that. Let's pump that into our For each end and turn off our single pass and we have a pumpkin And we need some normals too. So let's drop down another normal node There we go Pretty cool. So you can go and take care of the little top parts up here. I might do that here pretty soon Just need some sort of gradient value to multiply the the peak offset But that is that that is basically how to create a really basic pumpkin So I'm going to close out the lecture there and in the next lecture. We're going to add some colors to this And maybe put a little top in there Yeah, we're going to do a bunch of stuff. I also want to get to putting on the face But we'll do that in the next section and then make the little candle that sits inside here. So Thanks so much guys. We'll see you guys in the next lecture