 Okay, so let's keep moving forward and let's start to work on how we're going to do the branches So I'm probably going to split this into a couple of videos because there's you know quite a bit to Work with when you're starting to put the branches on there and the trunk is actually one of the more easier parts there So let's go into our graph here and what I'm going to do is branch off from here. All right, so The reason why is because I just want the actual curve itself or this line right here So the first thing I'm going to do or the first thing that I want to do Give the end user or the person who's using this hDA the ability to place the branches on a specific part of the tree All right, so, you know, you know all trees are different some trees You know their branches start really low some, you know, the branches start really high And they always usually go to the top there too. So We need to give that kind of control So I'm going to hit tab here and drop down a carve node and this carve node will allow me to select an area Where the branches will start to grow All right, so you notice by default the first you is turned on here All right, so what we need to do then is just turn on the second you And this will just give the artist the ability to change where the branches start and End all right. So that's what we're doing that for perfect Okay, so with that what I want to do From this point is I kind of want to I want to actually change the normal direction here So let's drop down another poly frame And I'm going to Do that same technique. All right, so what we're going to do is just put this to points turn that off and type an N for that and What I want to do then is reverse those normals All right, so what we can do is just drop down another attribute wrangle node like so and Really quickly just say at N is equal to Negative at N so the the reverse of that there we go So they go all in a different direction and we can actually just do the First edge and you can see that you know, we get different directions now. I would play around with it a little bit I'll probably leave it on that just for now So what I want to do now is that re-sample it so we get some more points in there Or at least we have the ability to change the amount of points that we want to use all right because This will determine how many branches are on the actual Tree, okay, so I'm also going to set this to a subdivision curve just so it smooths it out a little bit more cool and I'm going to change this to maximum segments this way will allow someone to determine how many branches they actually want on their tree Okay, we'll leave it about like seven That looks pretty good there. All right, we should probably move the poly frame down to the bottom here and do the calculation there and Do that like so so one thing I wanted to cover here Really briefly is making presets now if you're not familiar with making presets now This is a very simple expression here And so I might want to use it over and over again So you can come up here and you can actually go and say save preset and what it'll do is it'll save this little bit of code Okay, so I'm gonna say save preset And we'll just call this reverse Normals All right, save preset now There's a billion ways of reversing normals inside of Houdini, but I'm trying to keep it all centered around Vex in here And so that's why I use the attribute wrangle node So I definitely encourage you to use other techniques that you are more comfortable with But that's how we would do it inside of Vex. Okay, so let's keep moving forward here and what we want to do now is Creates random points basically or jitter these points a little bit now you can go and use the Point jitter here So if we were to go and use the point jitter again again I kind of tend to stay away from this node because it's really not that controllable But if you do want to use it you can easily just do the zero zero for that value and just keep that in once it's just going up and down in the y direction there and just kind of You know move those out, but you know, you don't really want to mess with the start and end point You just kind of want to do the inner point so To fix that what we can do is do a group range here really quick All right, and what I'm going to do is call this the inner points Do pts for points or how about we do pnt? points all right, so what we want to do then is set it to points and Let's just actually turn it on so we can see what we're doing here and then just move the start and end To one in both parameters there that way it deselects the start and end points And then in the point jitter we would go and just use That inner points now it doesn't always show up here. So you just have to type it in so we'll say inner points And you can see now. We're not affecting the start and end points All right, but again, you know, you can totally start to get this out of control really quickly And it's not really what I'm looking for. I want something a little more controllable. So let's go and do a different technique So I'm gonna get rid of that group range But I wanted to show that you could do it that way as well Another way to do is just to scatter some points so we can go and just scatter some points on here And you'll notice that we now let's turn off the point numbers. We have a ton of points So let's set this back The force total count to something like seven like we had up in our resample So if I were to actually just go and copy this and copy this parameter and then just put that into the Force total count like so. So now whenever I change the resample I'll get more points All right Cool So we'll just leave it at something like that. All right now what we can do inside of this scatter here Is we can go and uh now change the Relax iterations and this will allow us to get that kind of scatter points and you can also do the scale by radii right here or scale radii by Parameter And that gets you some really cool values too. So now you have lots of different ways to Create kind of randomized points All right, so that is that and you also notice that they pick up the normal direction Which is going to be useful as well All right, so what i'm going to do is i'm going to close out the video there And in the next video what we're going to do is create the normal directions for the branches to branch out from Okay