 Now I work on the counter portion of all this stuff. So let's go. I'm actually gonna put this right under the new there Hold down a left-click and drag downwards to organize them nicely together All right, and I want to get the Cabinet area before we did the polybevel actually before we so right here. Yeah, so I'm gonna do another null node here And this guy is going to be the cab UV prims And I'm gonna use that in an object merge node up here So I'm gonna say get cab prims cool And then let's just drag and drop this guy over here turn off our transform information So this time around rather than grouping or using the group node I'm gonna pull this primitive off here using a wrangle node So we're gonna use Vax for this one. You could use a group node if you want I'm just gonna kind of switch it up call this get top prim and The way that we're gonna do this is I'm gonna get the normal from all the primitives So I'm gonna call this prim nirm and we're gonna get the prim normal so we use that Vex function and For this to work we need to provide the geometry which is going to be zero in our case. So this first input and then In prim number, that's just gonna be the current prim number and then point five and point five for where we want to sample the normal Which would be the center of all the primitives? So I'm gonna do zero and then we want to get or we want to give it the prim num and Then zero point five and zero point five for the sample position Cool, so then we can just do a check in here. We could say if that prim if the dot product of the prim norm is Less than zero point nine, right? So we're not pointing upwards Then I'm gonna do a remove primitive here. It was a remove prim and we'll say at prim num And we want to remove all the associated points with it as well. Oh, we need to put in the up vector So zero one zero There we go. So now we're left with just the top prim, which is a perfect starting point for the counter All right, so with that done, I am going to then use a poly extrude node to give it some height We should set up our parameters for this guy Before we go too far. So let's go and edit the parameter interface create a new folder Set it to simple. I'm gonna call this the counter Folder just give it a label of counter All right, so we're gonna need two floats for this. So if we look at our reference again So this has an offset as well. This little guy right here. All right, so that's what I want to Basically allow the user to do. So I'm gonna call this the Then you see oh you for counter just for my prefix. I want to try to give all these names a unique name and We're gonna call this the front peak just like we did for the other one And we'll do front peak And then our range is going to be point zero one to like point one Yeah point one that'll be fine. I think we'll set this to like 0.05 to start with these things are pretty subtle and then for the height So this one's gonna be the height. So co you height I'll just give it a label of height. We're gonna do a range again a point zero one to something like point one These things aren't very Thick in terms of you know how high they are so I'll set it this to like point 0.05 as well. Let's see what happens Cool. So let's hit accept Now let's take the heights and copy this parameter And we'll paste that into the distance here for the poly extrude node Yeah, looks good and then for the front peak. So now what we need to do Oh, we need to include the output back here So now what we need to do is let's let's actually create a group using a wrangle node So we'll call this the front group so front Group So rather than using group nodes, I'm just doing this all with becks now. So All we need to do really is Compare the normal, right? So if if our normal is facing forward Then we're gonna set a group, right? So Let's get that prim norm again, and let's just go and copy this up here So I'll have to type it all again. So I just want to get the prim normal Like so and then you do a control enter to commit that. So now this time I'm going to do if dot Prim norm so the dot product of the prim norm and 001 for the z direction if that is greater than 0.9 That means we're facing forward. So I'm gonna set a prim group So we'll do set a prim group On the geometry the first input geometry there. So zero the name of the group is going to be front All right, and we want to do at prim num Cuz you got to give it the ID so the prim number so this that at prim num is Gonna be five in this case There we go. So there we go, and then I'm gonna give it a value of one and tell it to set it Like so and I forgot a T there we go, and this is complaining about something Because that is not the way you spell prim num. There we go Cool. So now if you open up your groups and attributes and go over to the primitives You'll see that we are not selecting The front just odd is it selecting anything nothing. Oh, it's because I need to set this to primitives There you go. Cool. So there we go So we've got the front primitive selected, which means now we can just throw down a transform node like so And move that front using this front peak value that we set up in our controls There we go. So now we got controller that Perfect. So now let's UV this I'm gonna go and grab this version of the box UV maps mapping node And just make sure we check it. So hit five And that one do not like that one at all. Let's check our seams here. Well, it just didn't even transfer I think and so basically what happened was I had an incoming so I checked this guy Yeah, this one already had seams The scene group on it, but it was empty and so I just needed to set the group transfer to overwrite So now we're looking good. Yeah, there we go Perfect. And then finally, I'm just gonna polybevel. So I'll just copy this guy because it's already got the relative expression hooked up there And bevel it and then we'll just drop down an all node here We'll call this out counter and then we need to assign it to our Assembly here. So add another slot There we go Perfect. We have a nice start on our prop here So let's go back to our node here and do a shift O put a box around this I'll call this counter. Cool. So let's check all of our parameters again That looks like it's working Check our UVs. We need to do some work to lay these guys out later on But that's all working as well. That looks good With the wood thickness still working Yep, cool. Yeah, it's coming along. All right, so now we need to start working on the the actual front of the cabinets all the drawers and the doors and what we're going to be doing is setting up a System to allow the user to basically on a per primitive base is set Whether or not they want drawers or doors or some sort of just decorative element to it that way they have, you know Complete control over the look of their particular prop and you then have the ability to create Lots of variations of the particular prop as well. So let's do that in the next video I actually it's going to take a few videos to get through it all because we're gonna have to go over multi-parms and Get everything set up appropriately. So It'll probably be a few bits Thanks much