 Let's get started with our ramp by building that initial ramp angle. So we need a way to control the angle of the ramp and now a lot of ramps have different shapes But they do follow the general shape of basically a quarter of a circle. All right, it is scaled and you know In the X and the the Y directions to get different, you know angles and you know types of transitions and stuff like that Let's just focus on how to create the shape. All right, so let's jump into Houdini Okay, so here I am inside of my skate park quarter pap pipe dot hip file All right, and what I want to do first I'm gonna come over here to the network view and just drop down a Geometry node so I hit tab on the keyboard and I'm gonna go create geometry node. Basically. This is gonna be our quarter pipe HDA. All right, so I'm gonna turn this into an HDA so I can basically just make any Amounts of variations of quarter pipes that I feel like I want to make so to get this started I'm gonna right-click on this guy and say create digital assets And I'm gonna go and give this the proper namespace. So we say IP colon colon and then the name of the The internal name of the actual HDA and then at the end we give it the version number All right, so I'm gonna do that and then for the label So the label is what you see here for the node and I'm gonna give the name of IP quarter pipe 1.0 And then what I want to do is actually want to save it to my project so I don't lose it So I'm gonna go to job and inside of here. I'm gonna create a new folder called HDA So I'm going to store all of my who do you need digital assets here. All right I'm gonna hit accept on that and then accept on this window right here And then I'm also going to hit the destroy all spare parameters in this little pop-up here. We don't need any of those Just yet, and I don't actually think we're going to throughout the rest of this course So we just delete them anyways All right, so this launches the edit operator type properties So I'm going to go first to the basic tab here and hit 1.0 for the version number We don't need any inputs or or maximum inputs. So that these are fine I'm going to go to the help and I'm just going to put author And we're going to do Kenny Lambers. All right, we're just going to say created on And we'll say two dots or actually it's three dot zero one 2020 time is moving fast. All right, so let's go to the interactive tab now Go to shelf tools context and I'm going to put this into an indie pixel folder So basically what we're doing is we're setting up the tab Submenu pass. So this is what you see when you hit tab over here. These are all the submenu paths So I want to have you know a path in here That's indie pixel and then like skate park something like that. So we say Indie pixel. Let me capitalize that there. So indie dash pixel Forward slash we'll put it into a skate park folder There we go Cool. So when I hit apply come over here and hit tab You can see now we have this indie pixel and skate park and we have our quarter pipe Tool or hd a available so we can go and make you know more of them as we see fit Cool. So with that, let's go into the parameters tab and let's hide all of the default UI So all this basically represents all the UI that you see up here in the parameters view And so I'm going to go select it all here in the type properties window and just make that invisible I don't want to see that stuff Cool. So we are ready to go. That's you know the the first step in getting this stuff up and rolling So I'm going to hit apply and accept to commit all those changes to this guy and then a really good Practice to get into is to always save your hd a. So right click on it and say save node type Awesome. So I'm going to go now and double click on this quarter pipe to jump inside Now I should note that you can also use the u and the i key to jump it up and out and in All right. So if I hit up or you on the keyboard it Throws me out of that note if I hit i on the keyboard it throws me back in Okay, so with that Let's go and start building out the shape that we need for our ramp. So I'm going to go and hit tab on the Keyboard inside of the quarter pipe hd a and I'm going to select the circle node All right. So this circle node is going to represent. So it's going to help us build the shape of the ramp Okay, so the first thing that we want to do is we want to come up here and change the primitive type to polygon All right, because we're going to be working with polygons And I'm going to change the division. Let's put the division to something like 20 for now We can we'll be able to change it later I also want to you know, make sure that I'm working in the z forward All right, this is very important when it at least when it comes to working with unity But it also is great when to get into this practice when you're inside of Houdini because a lot of things work with the z forward orientation So I'm going to switch the orientation of my circle here to the yz plane All right, so that puts it so it's facing in z forward Okay, so the next thing I want to do here Is I want to put my arc to an open arc We don't need the full circle unless we're making a you know full pipe for our Uh skate park In this case, we're going to focus on the quarter pipe. So we're going to go from 0 to 90 like so But I really need this so that you know the curve is actually Opposite of this. All right, and so a couple you could do a couple ways I'm just going to throw down a transform node here And I am going to then rotate it on x by 90 degrees or actually let's do negative 90 degrees So it's down there. Okay, and then what we can do is we can utilize one of the side effects labs nodes And that's the axis align node, which is very useful helps us get things, you know aligned on the grid nice and Neatly so we can work with it and by default, you know, that's going to work pretty well What I actually want to do is I want to make sure that this point is actually sitting Right at the world zero so to do that. I'm going to set the z axis to min And there we go So now we have a perfect arc that we can control and we can then go and add more points You know to this now So if we turn on our point component display right here, we can go add more points if we want make it smoother We can also change, you know the angle of the ramp like so So if you just middle mouse click and hold on this guy you can change that that ramp size All right, so pretty cool stuff Yeah Awesome. So with that we now have our basic shape of the ramp Okay, so what I need to do it's a good practice also to get into just create these null nodes now Your null node most likely does not look like my null node And that is because I have modified it And I didn't want to do that I have modified it using the shape window over here the shape palette Now you bring that up by hitting z on the keyboard All right, and if you want to change the shape of this by default So whenever you create it you can always hold down control on the keyboard and you can do that So anytime now I create whoops, let me jump back in there I create a null node. It'll have that shape. All right. This also works for the color So if I tap c on the keyboard that'll bring up my color palette and if I hold down control And put that to red whenever I go create a new null node It'll come out to red. All right, so let me hide all that and actually I want to set it back to what I like So I'm going to hold down control and get the circle Okay, and then hit c on the keyboard and I'm going to select this black color. All right, cool So let's hide that color palette And what I'm going to do is I'm going to hit out. So I'm going to type out Shape or we'll call this ramp shape. How about that? So out ramp shape So it's a good practice to get into using these null nodes because it allows us to create these little systems All right, so I'm a big fan of doing this and This will become more clear as we start to create more systems or more networks inside of this HDA that we're developing. All right, so with that we now have Our shape developed. So let's move on to the next lecture and build out the geometry for the ramp