 All right, so now we've got our ramp in place. Let's go and start focusing on the deck portion of the the quarter pipe Okay, let's focus on this deck area So it's kind of like this this area where like the skateboarders will stand or the inline skaters will stand at the top here What waiting for their turn? All right And so what we need for this is I need that top curve again because we're gonna start from there All right, so we're gonna get this top curve up here and that comes from Where do we get that top curve? Oh, sorry, it's over here. So we want to get it from here. All right, so let's do that Yeah, so what I'm gonna do is drop down a null node right here and we're gonna say out Top curve. All right. So notice how we're starting to utilize work that we've already done. I mean, that's The more and more you start using the nodes and Houdini you'll start doing this So you're not having to redo all this work. I mean the lines are to there. So we might as well just start from there Okay, so let's make a object merge node and start a new little thread here or new little stream All right, so I'm gonna say get Top curve like so and I'm gonna click and drag this guy into that Object one slot and then turn off that import transform option All right. So now we've got the curve there so we can work just on this guy and stay focused All right, so let's drop down a transform node and what I'm gonna do is this is going to basically determine the Deck depth. All right, so this will be our deck depth option here And what we're gonna do is we're gonna control that with this z value. So I'm gonna push it back in Let's say negative point five so half a meter. All right, so now we've got these two curves here That allows us to create the deck geometry. All right Cool. So one thing that we need to do now and I should actually get rid of these points Let's do that. Let me show you guys how to do that So I'm gonna drop down a facet node and I don't really need this extra We could always re-samb out later on if we if we really need to so what I'm gonna do is inside of this facet node I'm gonna remove inline points and that works because those points in the middle there are literally in line with each other All right, it won't work if it's actually curved. They need to be in line But it works in this case. So nice quick little fix for that. So now we've got a clean curve All right, so let's merge these two guys together. So I'm just gonna select them both I'm gonna hold down alt on the keyboard I'm gonna hover my mouse over one of these outputs and then left click and drag and that automatically creates a merge node for us So now I've merged both those curves together Okay, and what I'm gonna do is create an ad node because I really just need kind of the geometry on the outside here I don't need the geometry on the inside here. At least not for the way that I'm modeling this particular ramp So with this ad node, I can actually go and delete all the geometry So it leaves me with just the point. So it's this option right here. I'm gonna select that polygons tab I'm gonna go to buy group and I'm gonna set this to skip every nth point And what that does is it gives me the side curves. All right So now I can actually take this deck depth curve right here and these two side curves and I can create one path All right, so let's do that. So I'm gonna select this guy and I'm gonna select this guy Again, I'm gonna hover over the output of this ad node and then left click and drag to create another merge node And I'm gonna actually sort my Inputs here so that it's a little bit cleaner to do that select the merge node and hit this little up arrow there So look at that. We now have a you know full curve But if I turn on my point numbers, we actually have overlapping points here So we need to take care of that. I need to actually fuse those guys back together Like so. All right, so there we go. So now I've got a nice curve But if you actually look at even further if I turn on my primdoms I actually have three primitives and I actually need just a single curve or single primitive So at this point what we can do is we can get a join node So I'm going to take a join node here And then I'm going to basically set the only connected option And look at that. We now have a single primitive and fuse points. So 0 1 2 3 awesome Cool. So with that I can build now the the back of the geometry So I can actually go and create another transform node here And inside of this transform node I'm just going to drop the geometry all the way to the floor and to do that really quickly We just put negative or zero for the y value there And then I can merge both these guys together So I'm going to select them both the join node and the transform node I'm going to hold down alt on the keyboard Hover over one of the outputs and make a new merge node like so And with that all created I can now run that through a skin node All right, and that will go and create the geometry for me For the sides of my deck All right, and then all we really need to do at this point is create the top top portion there. All right So I can actually just duplicate this join node here. Okay, so just held down alt left click and drag to create a duplicate All right, so I'm going to create a duplicate here And I'm actually going to put this on wrap last to first Like so And currently it's not actually working for me And that's because I have it on only connected Okay, so I have wrap last to first and then I need to turn off the blend And now we have a polygon sitting there and all we need to do is reverse that All right, very cool So with that done I can just pull this guy right down next to that other skin node And we can just merge these guys together. So now I've got A nice little box that sits on the back of the the ramp there Okay, so let's go and take care of the UVs for this All right, and that's pretty easy. Let's make two groups for this. I'm going to say big node here Well actually, you know in this case, it's not really all that necessary We'll make a group here just in a little bit for the whole thing But let's just drop down a UV unwrap and drop that that guy down there and Let's go and take a look at the results of this. All right So we get all of our geometry. I would actually like to have these guys all still connected to each other So that's kind of what I was thinking of at first. So let's make a group node up here. This way we could Unwrap them differently using different methods. All right, so we'll call this the top Like so and then I'm going to duplicate that with the alt left-click technique And this is going to be called the sides Like so. All right, and this works because by default this base group is option is enabled So if I were to take a look at this in the scene view All those polygons are selected Okay, so in this first unwrap node, I'm just going to Select the top. All right, we don't need to do the sides. I want the sides to go connected So that's perfect for the top And then I'm going to use a UV flattened node for the sides. All right So let's wire this guy up like so and then for the group. Let's do the sides All right, let's take a look at this. Yeah, so this basically is unwrapping it nicely So all the faces are connected. All right, so I won't have any seam issues beautiful All right, so then let's do a group delete. I don't need those groups anymore And I don't want them, you know dirtying up my network here So I drop down a group delete and let's use this little drop down here to delete the inner prims the sides and the top We don't need any of those groups anymore And while we're at it, why don't we do that same operation? So I'm going to duplicate that node cut it off like so using the scissors That's the y key on the keyboard. All right And let's just get rid of all the extra Groups that we don't need here. So I'm going to clear this out and just take a look at the groups that I have And I don't need end caps or inner points for that either. All right, so let's duplicate it Let's use y to cut the the wire and put it over here And let's take all the groups that we have so I don't need backs or extrude side there And this is just good to clean it up. So you don't end up with a bajillion groups on your mesh at the very end All right, so let's take a look at all the groups that we need to do here And so I'm just going to get rid of inner points. All right. So now we're all cleaned up. We don't have any extra spare groups just hanging around. All right, so I'm going to grab at the assembly node and just move it down here These guys are this one ended up a little bit long there just to make the the deck All right, so let's go and group this guy. So we'll call this the deck group Like so and actually let's put that lowercase. So I like to keep all my group names with lowercase values And then let's go borrow the color node from the ramp over here because it has that same color And I'm going to cut the wire there And we just want to go and put this at the the end of this deck Network here And there we go. So now it's the same color. Awesome. Then let's put down our null node and we'll say out Tech Easy peasy Well, let's add that to our assembly node So I'm going to create a new slot by hitting this little plus button and then drag and drop it right into that extra slot there Now I've got all this geometry coming together nicely. Let's turn off all of our point numbers and prim numbers Yeah You know, not a complex model, but a really good exercise in learning how to procedurally model one thing I noticed I should actually extend the pipe out a little bit farther than the edge there So to do that up here where we're making the coping All right, and I get that last Curve there Let's go and Make it a little bit longer. So let me actually do that here before we send it out All right. So what I'm going to do is drop down a transform node After that node there and let's just give it a little bit of scale in x. So it's just a little bit bigger So we'll say 1.15 All right, let's take a look at the result of that And that was way too much because I put in 11 Yeah, that's actually still too much. Let's do 1.05 And let's do 2.5. I just need a little bit doesn't he be way off Do 005? Yeah, that's what I'm looking for Okay, cool. We are ready to go. We've got UVs for everything. Let's put this guy in the net box So we'll shift o and we'll call this deck And there we go Uh, one thing I do like to do I like to kind of clean these up make it all you know even So I'll pull all these guys down here even though the network doesn't come all the way down And it's just something that I like to do. I'm a little ocb about it all You don't have to do this All right, Houdini is flexible. You can create a workflow however you see fit All right Cool. So there we go. We have our deck in place We're actually almost done with this whole entire model pretty cool Let's move on to take care of the railing now. Thanks much