 All right, so what I want to do now is I want to build doors so wherever these green guys are these are doors that are that have been set By our overrides over here, and if we look at our reference I want to be able to support, you know two doors or one door. So in this first part here, we're going to do The single door and then we'll do the double doors afterward. So let's get that all set up. So I'm going to dive into the build doors subnetwork that we've built and this one's going to be relatively simple It's not a lot going on here. Which is nice So I'm just going to do a poly extrude first to build the the door shape and in this case, I want the door to be flush with the Entire cabinet and so I'm going to just push this guy back a little bit And not the inset we want to do this guy right here. Yeah, something like that looks good And we'll output the back and then we'll just reverse this guy and we can use all that information there then to Build our little hinges and our handle for it. I think I'm just going to reuse the the knob over here So what I'm going to do is go over to the drawers here and I'm going to go just grab That knob that we already created so that subnetwork Then dive out and then dive back into the doors. Just paste it in there So that way we have you know something that we can reuse. Oh and reduced it a little bit as well. So Cool. So now we have the door here. So what do we need to do now? So What what I need to do is I need to first place the the knob and then I need to find the two points for the hinges and to do that I'm going to do my Sorting trick over here. So we're going to sort by X and Then I'm going to do an ad node This will give me two curves that I can then carve to get two points out of so that's the ultimate goal here So I'm just going to do a group groups of end points here And in this case we could put in a switch to let the user decide and I might do that off camera But I'm going to walk through one of them and then I'll let you guys decide What if you want to you know add that other option? So I'm just going to basically blast away Curve one there primitive one So I'm that way I'm left with just that guy. So then I'm going to drop down a carve node and in here We're just going to do our equal offsets All right, so I'm going to turn on first you and second you will just Paste that into there and do a one minus You can always come in here too and just save your preset. So save this preset as equal Offset There we go. So you save preset that way it can get back to it in this case I just want to extract it so that way just get two points, right? So if I were to template my current door here You can see I'm getting those two points right where the the hinges should be and I have control over that placement Which is great. So I also need the normals placed as well So let's this time. Let's utilize a point expression node here and In here, I'm just going to set this to normal and then just explicitly set the normal to the z-direction So that way now I have two normals where we can place those guys Perfect. All right. So now we got those two points all set up. Let's go and Create the point for the knob to be placed on. All right, and so for this I'm going to output the back here in this case. So we'll say back and I'm just going to blast away That back piece there There we go. So that leaves me with the front Basically, right because we just reversed it and then I'm going to go up and get From the drawers here. I'm going to go get that Wrangle node that creates the point. We should probably name this. So we'll call this knob point Okay, I'm just going to copy that. Oh, we don't have to do it again There's no reason to write it again unless you're just you know practicing There we go. So that gives me my point there. So let's make sure that's in the right spot So we're going to do something a little bit extra with this one. All right, and so I Want to basically I don't need to write in the center. I need to write over here And so to do that I need to get the box max size or the bb box max size so in vex I'm going to create a new variable called box max and we're going to get The bb box max from the incoming geometry. So zero And then I'm going to create an offset value. So we have control over where it goes So that's going to be a float channel and I'm just going to call it offset There we go Cool. So let's give it a little bit of value there All right, and then now what we need to do is create the position where we want to create this new point currently We're using at p right and in the primitive context That means the center of the current primitive that we're working on So we want something that's offset a little bit and so I need to build up my own vector. So I'm going to do a vector pause for the variable name And then we're going to do a set because we are going to explicitly set the Position and I'm going to say box max dot x minus our offset value And then we'll use at p dot y and at p dot z There we go. So rather than the at p for the add point function here I'm going to use pause and this allows me then to place that point where that knob should go Beautiful and then we need to Well, we're already removing the prime cell. Yeah, we're all good. So all we have to do now is copy two points So great way to reuse all of our stuff that we've already done And we need a transform node. So let's do transform like so And uh, we'll just scale this down That's way too big so far. Let's turn off our normal display in our primitive display Let's scale this down even more. Yeah Cool. So now we've got that all set up. Let's merge the two together And then the last thing we really need to do is build our hinges And make sure they're all uh uv'd and good to go. We also need to uv this guy here. So let's go and get one of our Uh box mapping utilities And just paste that in here. Just make sure Everything is golden looks good. All right Cool. So now we've got uv's for everything. Awesome You know, uh, we'll probably do something special in the shader for the knob itself just so that we don't get any stretching So that's why i'm leaving it the way it is All right, so let's focus on these Hinges over here. So what i'm going to do Is create a new subnet. I think because we're going to need to use this as well. So we'll call this the hinge Like so and I'm going to start this up with a grid. All right, so let's dive inside of our hinge node here And uh, let's get some stuff going. So I'm going to do a shift L just to organize these guys We don't need any actual incoming geometry. So that doesn't need to be hooked up All right, so what i'm going to do is create a grid and this is just going to be a unit grid So let's zoom in here And i'm just going to do uh one and one and two and two put this on the x y plane like so And then I'm going to put a transform node down here And this is going to allow me to then scale it downwards Right because I don't want that full size. I just want to do something like this For the hinge size there All right, and then what i'm going to do is drop down a group node And I'm going to call this group of orage for original points basically Let's group all of our points. The reason why I'm doing that is because I want to polybevel these but I also want to split this right down the middle First, so I'm going to use a clip to do that particular function. So let's clip it Let's clip it on the x direction All right, and put this back to zero And we're going to keep all primitives. And so what's happening now is we have, you know, a new segment right down the middle Which is great It fuses it and everything for us. So Now that I got that split in the middle I can go and polybevel those points because those original points groups are stored And so I can do a polybevel now and Make sure I save my scene here and we'll just polybevel those particular orage points And let's do it on points there. There we go Cool, another thing we could do too. I want to give this a little bit more shape. Let's transform those orage points So transform node and then let's just scale them down and why Do something like that Cool, and then yeah, let's give this like another division in there It's like two. Yeah, that looks good All right, so with that all done, I think we're pretty much good to go Uh, let's reverse this now Just so it's facing forward let's turn off our point numbers And let's go now and do a poly extrude So I do poly extrude And we'll just pop this out just a little bit. It doesn't need very much Maybe we inset it as well just a little bit So it catches the light Nicely and then on this poly extrude, let's go and Output the extrude front seam. I want to UV this And so I'm going to need that front seam. So that front seam is the seam around that whole front face Like so So that's going to come in handy here because I'm going to drop down a group node now And in this group node, I'm going to call it seams And turn off the base group. We're going to set it to edges. I'm going to say include by edges And we're going to do this, uh, min edge angle and Tony actually works out pretty well for this It splits it nicely. Those are perfect seams for this particular object But I don't want to separate off the front face when we do a UV flat node So we can use a group combined node now So if I do a group combined Like so I'm going to say seams is equal to seams the current seams All right, so we get that but we also want to subtract away our extrude front seam So we're left with just these guys So now if I feed this into a uv flatten node like so And just put in the seams for the flattening constraints there You can see we get perfect uv's Yeah, nice All right, so now that we've got that so that's one portion now we need the actual Cylindrical hinge portion here And so to do that I'm going to start with a tube basically. So let's drop down the tube here Like so and we're going to set it to polygon I'm not going to put caps on this because I do want to UV it and I want control over the cap UVs But what we do need to do let's template our current hinge We need to make sure that we bring this down in size here And then let's set the height to 0.5 Or what we could do here because we scaled this down we could actually get this Value right here So that's gonna well we could also Just get the total height from this guy. So let's do that So let's do a bb box And we want to get it from our uv flatten And we want to get the d y size Oops, I did the wrong one. Let's just copy this and paste in for the height There we go. And then let's remove this so to remove it you do control shift and then left click And then just click on the label to see the values There we go. So now we're perfect. So we might want to add on maybe just a little bit so plus 0.1 Or maybe 0.05. Yeah, there you go Cool. So usually these hinges have another little cylinder in the middle I'm not going to you know go and make a super realistic one. This is all stylized stuff. Anyways So to do that, I'm going to do a transform here Like so and I'm just going to scale this down just a little bit All right, so far to temp with this And then I'm going to copy the x scale here and just drag and drop it over here and do a relative reference And then I'm just going to make it just a little bit bigger So we get our xz scaling going on there, which is great The other thing we should do here since we do need UVs, I'm going to do a UV project So let's do UV project here And we're going to set this to a cylindrical like so All right, so we get some cylindrical UVs. We'll just pass that into this guy over here Because it's the same so it'll just use those same UVs basically All right, so with that done now we've got UVs on this these two guys. Let's do some poly cap action All right, so I'm going to do a poly cap Like so and then a poly cap over here So that caps it and we can put on this patch group So let's do the same for this guy and then let's merge these two guys together And then I'm going to do a UV unwrap Here and we're just going to UV unwrap that patch group So if we go to our UVs now we have our cylindrical mapping and our patches are all UV mapped as well, which is great But the problem here and it's not really a problem per se These these these are just two tubes, you know shoved together You can actually drop down a Boolean node like so and just populate that first input And what'll happen if we put this on a union Those union those two guys together, right? So now we have a watertight mesh Pretty cool and it does a pretty good job with the UVs as well Right, so now we have the UVs for it. So with that I'm going to save the scene and also drop down a poly bubble node And uh, I'm just going to poly bubble everything and then use this exclusive exclusions to prevent it from poly bubbling too much Or those edges that are shouldn't be really poly bubbled at all. There we go Yeah, so something like that just so it catches the light a little bit Cool. So now let's take a look where we're at. You can see that our Hint cylinder isn't positioned properly. So let's just use a match size And uh, let's do a min Justify z Yeah, and that'll place it perfectly So that looks pretty good All right, so let's merge these two guys together There we go, and then we'll merge this one back together here Perfect There we go. So now we have a hinge uh, let's poly bubble The hinge plate as well And uh, let's turn off that templating All right, uh, again always save your scene right before using a poly bubble I noticed in houdini 18 and above it does tend to crash And that was uh, do that now. It looks pretty good Great. So now we have a hinge so far It would be kind of nice to actually put on some bolts, but um, I'll let you guys do that And I'll probably add it on later, but off uh off a video So let's do a copy to points here And let's just copy our hinge now to our two points that we created and let's create a transform Note so we can scale down our hinges because they are way too big right now And to get reference, let's template this here Yeah, let's make these pretty tiny can even scale them up a little bit here Yeah Cool All right, so that is that let's merge all of it together now and uh There we go. We have a door now All right, that's coming together. It looks like we need to make our hinges really tiny So, uh, this is a great way to do this Just to pin your scene view and then you can dive back in so that way you don't lose your view And you can dive all the way into this guy and really dial in the sizes of these Yeah, so they have to be tiny, but we'll just scale them all the way up then something like that And that really is dependent on this thickness value here Well, let's scale it up a little bit more Cool There we go. So now we've got doors inch and uh drawers doors and drawers All right, so I'm going to close the video out there and um in the next video We're going to concentrate on making the double door, which we're just going to reuse a lot of work that we just did And turn this into a double door. Okay. Thanks so much Thank you