 All right, so let's finish up our ramp model by adding the railing that sits on top of the deck All right, so let's jump back into Houdini and get it done Okay, so first things first. We haven't saved our HDA in a while So let's right click on this guy up here and the breadcrumbs here and just hit save node type Alrighty, so Let's start off the railing basically I want to have the railing that you know kind of borders the back side and the sides of the deck up here And so we already have that curve created. All right, so let's go find that guy. I believe it's this guy Yeah, this one right here. All right, so just make sure that it's a single curve. Yep That is the one we want. All right, so let's put a null node here so we can get started with the railing So I'm gonna say out railing curve Actually, let's say out deck curve just to make it a little clearer. This is coming from the deck All right, so let's start it off by dropping down our object merge node here and we'll say get deck railing All right, and I'm gonna drag and drop that null node into that object one slot and then turn my transform to none Because we don't need to import any transform information Okay, so first things first. Let me actually Template I'm gonna go all the way down here. I'm gonna hold down control on the keyboard and template my Ramp here. Now a couple things we need to take into account with this. All right First thing is I don't want, you know, the railing to start right at or inside of the coping That wouldn't be very realistic. It needs to be back here a little bit All right, so we could take care of that pretty quickly with a carve node. All right, so let's do that I'm gonna go and drop down a carve node and hook this guy up now. You'll notice right off the bat It's already starting to carve it and that's because we have this first you Automatically assigned so I need to put it somewhere right there now What I want is that same equal offset on the other side So the way this works We need to turn on that second you and then I'm gonna copy the parameter from the first you and then paste that Relative reference to the other side, but I need to do one minus that value So one minus and that gets me an equal offset on both sides. All right pretty cool So that's gonna work out perfectly. All right I don't want the the pipes to basically intersect each other or the coping and then the railing pipes And then the second thing we need to take into account is the fact that we don't want our railing to just be sitting right on the edge It needs to be inset a little bit to make it more realistic. All right And so to do that we can actually utilize a sweep node. All right, so let's create a sweep node here All right, and let's wire this in this time I do actually want to take advantage of this cross-section. So I'm gonna go and create a line for this Let's create a line here like so and Let's go and take a look at the results of this here. So currently I need to basically Yeah, there it is right over there. So let's actually un-template the ramp so I can see what's happening here So take a look Yeah, so basically it's currently you can see the line now is creating this the backside there Which we could have used for the deck back But in this case I want to use it for the offset for the railing. So I need to offset it on the inside here So the direction needs to be changed. All right, so currently it's in the y-direction I believe if we do negative one in the x. Yeah, that's the one I want So now I have a way to control the offset on the inside there Well, that's probably gonna be just about right. We'll do something like that Cool. So now I've got this geometry and has two sides So remember this the outside is the border the exact border of our deck and then the inside is that offset where we do Want to actually place the railing? Okay, so to get just those points Let's utilize an add node. So I'm gonna drop down an add node here And I'm going to delete the geometry but keep the points Because I'll actually want to turn that geometry so this sweep geometry into two curves One for the outside and one for the inside All right, so we're gonna go to the polygons tab. I'm gonna do by group All right, and let's actually go back and turn on the display flag here So we're gonna go to the by group tab in this add node and then I want to do a Skip every end point and that'll give me two perfect curves And we don't need the outside one so we can just blast that away So I'm gonna say blast the outside so let's blast zero away And we'll say delete non-selected actually, you know, that's correct. Yep. So that's the inside Let me actually template the the assembly again. So holding down control. There we go So now you can see our curve is perfectly offset on both sides So it's offset away from the coping and it's offset away from the the top of the deck there Perfect. So with that we can move forward now with our railing. So the first thing I want to do Is I want to resample this curve So let's do a resample and this will allow me to have more points in the middle here All right, so let's go and resample this guy and I'll actually do want to resample my polygon edge I don't want it to destroy those corners there. I do want those intact awesome and You know while I'm at it. I actually think I want to do a more of a curved type of effect here Alright, so let's go and do that. So I'm actually gonna drop down a polybevel node. All right And I also need to make sure that I don't feed any UVs I believe currently this particular curve has some UVs on it So if I were to just middle mouse click or hit this or hover over this object merge node and turn on this guy right here You can see that we actually don't have any UVs, which is you know, pretty good for us The polybevel node will crash if there's UVs for this particular technique at least So yeah, I think that's gonna be good. Cool. I just wanted to make sure that so let's feed this curve into there All right, and then I'm going to inside of the polybevel node I'm gonna set its group type to points and then just start to bevel it just a little bit All right, I want to actually give this a little bit of a curve here And I think just a little tiny bit will be nice And then I'm gonna put in divisions of two Cool. So now let's resample all of that Yep, so we'll resample all of that and Let's set the distance to something like one And I didn't want to do that on the polybevel. We need to go to resample and set the length to one my apologies And it looks like we need to actually bring this down a little bit. Yeah, something like that So point three six maybe point three five is gonna be good for us and always change it later So with that all done, let's do another sweep node here. Actually in this case, we're not gonna sweep We're gonna do a copy of points. I'm gonna copy a vertical line to all these points now All right, so let's drop down a line and I'm gonna feed these guys into there and look at that We now have At least our vertical poles here, which is great All right, so let's change the the height to something like point two five. It doesn't need to be huge Maybe point three will be good. Yeah, that'll be cool Well, we obviously will expose it and you know while I'm thinking of that right now Why don't we just expose it? So let's go to our type properties and I'm gonna go and do a separator again And I'm gonna drag this guy out. So we'll do this and I'll call this the railing height Just like so and we'll make a minimum value of point two Like so and then a maximum value of let's say Two and six feet would be pretty high for this stuff because this is all in meters There we go. Awesome. We'll hit apply and accept and now we have a way to control that value So what I want to do I also, you know, want to have the top railing to you know I have a little bevel right here as well So we're gonna, you know come over here then I wanted to bend down But none of these other guys need to have that particular value So the way what I need to do is I actually need to group by range the ends here So let's get a group by range here. All right And what I want to do is just put this up to our 101 for starting in so that way I have just the innards and I'm gonna call this the inner prims Like so And let's drop down a split node because I want to keep you know these guys I don't want to blast them away So I'm gonna drop down a split node and we're gonna put that to inner prims So I'm left with just the inner prims on this side and then I have those other primitives So the end primitives on this side All right, and what I need to do here now is actually fuse together these guys these corner ones So let's go and fuse those guys together So in this case, I just need to increase the snap distance until those guys basically come together as one Yeah, perfect exactly what I was looking for Okay, and with that we can go ahead and sweep those guys. So let's sweep these guys really quick All right and produce some UVs for them We don't need to use the the cross-section for that Let's use the round tube. Okay, and we don't need to cap them off or anything like that but we do need to change the the railing radius here and Let's actually keep the I'm gonna keep the columns, you know up to something like that make it nice and round for the Hiapolly mesh Yeah, that's looking pretty good. Let's turn off all of our Primitive numbers there. Yeah, it's looking great. Cool All right, so now let's go and take care of the the top bar for the railing here All right, so that's gonna be this particular Output right here. We need the the vertical railings from that and we also need The the shape that we're creating right here After we do the poly bubble actually yeah, we do it from here. Yeah, right off that poly bubble like so So let's go and merge these two guys together. So I am going to drop down a merge node Like so All right, and let's just take this this guy from there So what I need to do is I actually need to transform it up by the same height as our railing height there So let's drop down a transform node over here All right, and I'm literally just going to copy this Because it's that same value that we need to lift this up and I just need to put that into the Y translation Just paste that there and look at that. We now have that top railing curve Pretty cool, and you know what? We actually we should just bevel it differently Yeah, this will work out much better So I'm gonna take it before we bevel it we'll add our own bevel to this guy So now I have you know a bunch of points here. So let me turn off the template in here All right, so now I have all these curves I just need to join all these together So the first step in doing that if you remember we need to fuse these particular points together there Okay, so we need to drop down a fuse node Like so and then we do a join so I'm going to drop down a join node Like so and we want to turn on only connect it And then just make sure we have a single primitive which we do and at this point now I can go and Do a polybevel. All right, so let's actually just copy. Let's make a reference copy right here So I'm gonna say actions and we're going to say create reference copy. So we have the same values All right, and then let's plug it in down here. I'm gonna hit shift or control s to save All right, and we'll plug that guy in and there we go. We now have a nice bevel and Well, while I'm at it, I should increase the amount of beveling Points that we have here just to make it a little bit more clean Yeah Cool, that's perfect So now I can go and sweep that guy and I do want to actually sweep these differently I want the you know, the vertical rails to be a little bit smaller than the top rail All right, so we're going to drop down a sweep node and switch it over to round tube And we definitely don't want it that fat, but we we wanted something like just a little bit bigger than what we had All right Cool. Let me actually turn on the template for these And look at that. Yeah, we're looking pretty good. So make it just a little bit bigger Just a little bit. There we go Yeah, I'll let you guys play around with it Awesome. So now I've got a nice, you know, railing for the top Okay, so let's make sure that we are producing our UVs. So I believe I did these guys already Nope, I guess not. So I hit to control s to save And we're gonna turn off our normalize computed use and then turn off our snap you and V Let's go to the other guy and let's compute those UVs Turn off normalize computed UVs and then turn off our snapping. So now Let's merge all these guys together. Let's pull this down here. Let's just Select both the sweep notes hold down alt hover over one of the outputs and then left-click and drag to create a merge node We now have Perfect railing for our ramp. So let's copy that metal color. I believe that's a deck Yeah, let's get the color from the coping over here Alrighty And let's drop this guy down over here And let's check out our UVs by hitting five on the keyboard. Yeah, perfect. Got all our UVs nicely done And then let's group it call this railing like so if I could spell it correctly and Then we're gonna go drop down an all node And we'll call this out Really awesome, so let's add it to our assembly. Cool. So we'll have click and drag right into there And now we've got all of our parts and pieces all put together So the next thing I want to do is I'm gonna add some normals to this So let's go and add some normals like so and That's actually gonna be good for me or just like that. Yeah Okay, so I think With that We now have our ramp the last thing we really need to do is just go and do a UV layout So you can see all of our UVs are basically, you know, sitting right on top of each other, which is not cool We need to go and drop down a UV layout node. So let's do that UV layout And there we go. So a couple things I usually set up for these guys I'm gonna scale it to match their surface area And I usually kind of swap these guys around until I get something that I like That's actually looking pretty good. So I put it on by island position in 3d and then I at least put it on to 90-degree Rotations, you know, it looks pretty good And then what I want to do is apply padding between all the target bounds and I put it up to something like 3 That way we don't get any bleeding when we do the mit mapping Yeah, and then I always turn on the spread islands available space just to kind of utilize as much as I can You know, we saw some empty space, but you know, that's to be expected Alright, so with that we now have our final model. It's all UV. Let's actually drop down a UV visualize node That's in the side effects labs tool set And I'm gonna set this to two Yeah, look at that. Textal density is perfect all around And they're not crazy, you know UVs everything's nicely connected. We don't have a ton of small shells This guy is a little weird, but yeah, we don't have a ton of small shells or anything like that. It's perfect I love it Okay So I'm gonna close out the lecture there and let's do a quick review of all the stuff covered in this section Then move on to making the high res and getting all of our textures baked out so we can start texturing. Thanks so much