 In this video we're going to focus on getting the cabinet section set up and by cabinet sections I mean in these particular types of props, you know They usually have sets of drawers or doors or decorative items If I look at my reference here, this particular prop has four sections in it And like this one over here has only three so we want to give the user that ability to Choose what they want. I don't want to hard-code it in there or it wouldn't be procedural Let's go and get all that set up. So there's a few steps to this in this one We're just going to divide it up into sections first. So To start with I'm going to be using this particular piece of geometry that we have in this null note here That basically is the front facing primitive. So let's put that into an object merge node over here Let's say get front prem We don't need any transform information and I'm just going to drag and drop that into that first object one slot there Cool. All right. So in order to do this I need to utilize an add node and The reason why I want to do that is because I just want to turn these into curves So I'm going to delete all the geometry that keeps points do a by-group and set this to group of endpoints and That'll give us those top two which allows me then to re-sample this, right? So we can re-sample this and put this on maximum segments And this will allow us to then create primitives per section. So you can see here which are my point numbers We have nice even sections now. I went ahead and created a section count here So I'm going to go and copy this parameter and paste it into the segments there All right, so that way now I can control it for my controls Also And then we can go and skin this now to get primitives That's gonna be useful because each one of these primitives has a ID and what I'm my goal here is to make it so that the Artist or end user who's using this HDA can just type in, you know zero and say I want drawers for zero I want doors for one and maybe I just want to decorative item for number two All right, so we want to build that in So let's that's the end goal. So let's drop down a reverse node here Perfect, and then I want to inset this because remember we have down here we inset The cabinet area to get this thickness the width thickness of the cabinet area Which we should actually create a parameter for so let's go and do that now and I'm gonna create a float parameter and this is going to be the cab thickness like so Yeah The range I'm gonna say point oh one to point two Seems fine What do I have currently? Point oh three five And I'm gonna leave this one positive. I'm gonna leave the The interface element positive so we can just copy this here I'll paste the relative reference, but then we'll just negate it. We'll negate the channel expression so that way we can work with a positive number Beautiful All right, so let's move back over to the cabinet sections and let's drop down a poly extrude node Hook those two guys up and I'm gonna get my thickness value again And this time I'm gonna use it for the inset and then get rid of the side So now if I were to template the entire cabinet here, you can see this primitive is fitting perfectly Into the section of the the cabinets there Awesome, so the next thing we need to do is we need to take care of these vertical planks right that divide up each section Because this isn't the actual whole section if we're to go build drawers for this We wouldn't have any Vertical sections here or vertical planks. So we need to go and build those guys now Let's drop down an add node here and Untemplate all this stuff This time I want to Go and Do a group of endpoints here Yeah, should give me all the vertical ones and then we can use a group by range node To get the two outer ones here because we don't need those anymore. So I'm just gonna call this outer for the group name Don't keep it on primitives and I'll move the start and end values to one-on-one and then just invert it that way We can then go and blast this stuff You can also use the delete node as well. It's a bit of an older node I'm actually sure if they have a range in here anymore Yeah, it doesn't look like it. Oh No, you can do the start and end Yeah, but then you have to type in expression. So The group by range is much faster with a blast node there All right, so let's drop them down a sweep note and I'm gonna set this guy to use the ribbon surface type there then go into the construction tab and set this to the z-axis so they're facing forward all right and then We don't need any columns and then I want this guy to be that same thickness, right? So this thickness right here. So I'm gonna copy this parameter and paste it in there Perfect. So again, that's why it's good to keep this value positive and you know only negated if you need to inside of the network Not up here not in your interface elements Awesome, so then let's go and do a poly extrude And I think we can just use that same thickness value. So let's do that again and see what we get We'll do a distance Paste relative reference, but again, I want to negate this one here and then we will output the back So we get a solid object there and Then we can reverse those guys Like so let's template our Final mesh to see how this is coming along. Yeah, so yeah, it all matches now and all the widths match and stuff Nice and procedural Very cool. So let's you map those guys. I'm gonna copy my original one here that I had Well, actually, let's get the latest version over here because I Believe that's where I set the group transfer to overwrite Some point here was probably turned that into an HDA And How'd we do there? Let me get the original one over here. Oh, you know what? We probably need a third option and in that Because remember we've just been dealing with X and Z. So we need another option for why now? So let's do that So let's move this out. I'm gonna move this guy over I'm gonna set this up so that it's a little bit taller in Y this time and Set up my seams for this guy. So let's clear this out Select that little button there and I am gonna make the main seam right here And we want to do these guys get peeled off Yeah, there we go That should be everything beautiful and now I'm gonna look for Whether or not let's do another Option here. We're gonna say if size dot Y is greater than size dot Z And size dot Y is greater than size dot X Then at switch I'm just gonna copy this up here is equal to two Yeah, so it's selected that one. So now our UVs should be better. Yeah, perfect So I'm talking about Alright, so let's take let's go back to our perspective view by hitting one on the keyboard And there we go. So now we've got our verticals there And now what we need to do is actually cut it out of this particular object and actually we want to cut it out of the original up here Yeah, because I don't want those extra points in there. So this was just for those vertical struts or not struts Planks All right, so let's do a Boolean and we're gonna Boolean this guy So that goes into the first input there and we're gonna take our vertical struts and Boolean them out. Oh We do need the the inset there. So let's do this Yeah, there we go Now I'm gonna actually make sure That these guys are just a bit bigger just to ensure that we get a clean Boolean So let's drop down a transform node here I'm just gonna move this off to the side You can also just do an optic merge if you don't want to cross your streams and Sorry about that Move this guy over here Yeah, like so same difference All right, let's go into our pivot transform here And we're gonna do a dollar CEX and a dollar CEY and a dollar CEZ Very cool. And with that now So the pivot now if I hit enter with the transform node selected, it's right in the center there. Which is great and What I can do now is just take the scale Just make these guys a little bit bigger Yeah, like so and a little bit taller. I'm gonna go crazy with it though. So I just make sure it's a nice clean cut All right, so There we go. We got our sections all cleared out there, which is perfect So what I'm gonna do is leave this off to the side. This is where we're gonna start building in drawers and doors and stuff. This is gonna be our vertical Planks over here So I'm gonna call this out Vert Planks Beautiful. Let's put a Net box around that and we will call this a Vert Planks Keep wanting to say struts Actually, that's fine. Just like that a little bit wider Cool, I won't add it to our assembly So I add another slot and just drag and drop that guy into there and take a look Look at that Let's go make sure all of our parameters are working so far So it's a bevel mount should be fine though. We should put a bevel on to those vertical guys So just copy our notes. We don't have to write the expression anymore And let's just make sure this is all working. That looks good Nope And our width, that looks good Depth, it's working perfect Our width thickness. Let's down here such a subtle Element to it. That looks good Cabinet height looks good I might be too much of a minimum value about whatever We got that front peak. That's working perfect Thickness is working perfect Nope, that looks good too. That's working. Yeah, everything looks like it's still working. Great Perfect. All right, so I'm going to close the video out there and move on to the next where we really start to dive into Creating these drawers and everything All right. Thanks so much