 Welcome back. All right, so we are going to move forward and what I want to do now is I actually want to work on each plank individually So each one of these individual Rectangles here as a plank. So I'm gonna work on each one of those individually and it's great opportunity to Learn a little bit more about these four loops. Okay, what we can do is we can actually Nest another loop in here. So currently at this stage you can see if I hit the spacebar G on the keyboard It'll frame my selection. All right, so at this stage I have this particular plank or this full plank full row of planks I should say and what I want to do is work on each one individually. So we can drop down another for each primitive Block like so and we can run that in through it. So that way we can then concentrate on just each individual plank like so Very cool. So you're very useful to start nesting these things now You want to make sure that you keep track of all this stuff as well? Okay, so what I want to do on each one of these planks is I want to Actually, I should say for all the planks I want to give a little bit of a gap in between and I want to randomize that gap as well All right, so let's come back down to this second loop here And I am going to produce that gap by dropping down a poly extrude node So let's just keep typing there we go So now I have a poly extrude node. So let me just move that into the line there so that way it's in the network and What I'm going to do is I'm going to come up here and I'm going to get give it a little bit of an inset All right, so I can give it a little bit of this inset right here and then I can come down I can scroll down here and elect not to output that side and when we do that so let's just see the result of just that I also need to make sure to turn off the single pass All right when we do that we get a gap in between each one of those particular primitives Awesome. All right, so we can control the gap size with this inset slider Very cool. So I want to actually randomize that value. So We are going to go and create another Meta node. All right, so I need to create a meta node for this loop So this is why I highly recommend naming them because you could end up with a lot of these All right So I'm going to select this block begin node and say create meta import node And this is going to be called our plank loop All right, because we're looping over each individual plank in a row All right, so now we have access to that iteration and the num iteration attributes. Okay, so inside of our Poly extrude, let's actually just take the function that we built up here this full expression So the fit random detail functions. I'm going to copy that and piece that into my inset value All right. Now if we were to put that in right away, we're going to get this awful Mess of geometry and that is not what we're looking for and that's just because our values are too big All right, so if I undo that a couple of times here, you can see that our value that we kind of Maxed out on I would say my max is probably about point zero three and my minimum will be like point zero zero three So let's do that So what I'm going to do is paste that expression back in there And I'm going to say our men is point zero zero three and our max is zero point zero three There you go. So now we have a random inset and that works because we are looping over each primitive individually We are running that operation that poly extrude operation on each individual Plank in a row Cool All right, so let's go and do our next order of business here So what I want to do is I also want to slightly rotate each plank Because I don't want them to be just lined up with each other perfectly. All right. That's you know, it's not really realistic Okay, so what we can do is we can drop down a transform node So this time what I'm going to do is I'm going to use utilize the history down here Now the history is great for Grabbing nodes that you're constantly using. All right. So you who do you will keep a history for you? So I'm going to drop down a transform node like so And wire that into the network and I'm going to utilize that same expression that we built And I want to rotate it on the why because that y direction is That all right, it'll basically twist our planks in the y direction All right So what I want to do and I think negative four and four might actually be pretty good So let's actually And I actually forgot something here. We need to replace it with plank loop So you'll notice that while it was still working We're not actually getting proper rotation. Then this is actually a good Use case right here. You'll notice that while we have this expression in here each row is rotated Specifically, okay We actually want to rotate each plank and that's because that means that we need to Update the node that we're referencing with that plank loop instead of the main loop Like so there we go. So now each plank is rotated differently We also need to make sure that we do that to our Inset so let's put it in the plank loop. There we go All right, so in our four degree rotations a little excessive We might just need to make this super subtle So do it between one and one and you'll notice that we're getting this weird rotation value Let me actually remove this is a good opportunity to also explain how to get rid of expressions once you put them in there So hold down control and the shift button on the keyboard and then left click on the value And that'll get rid of the expression that you had. Okay. All right So you'll notice that if I were to put in really big values, we're rotating around some invisible point right now Okay, and if I were to hit W on the keyboard, I'm going to try to find it here It's going to be in the center of the world All right, so let me hit enter on the keyboard and you'll notice that the pivot for all of these Rotations is happening around the world zero So that means we need to move the pivot point of this transform node to the center of each of our planks That way we rotate around its local rotation Okay, so what I need to do to do that to move that pivot We need to come into this pivot transform right here And if I were to hit enter again with the transform node selected and hit enter You'll notice that I can move the pivot around this way I can also rotate the pivot all right to modify that again. This happens a lot when we're doing procedural modeling So what I want to do on a per plank basis is I want to move this particular pivot point to the center of This primitive now we we saw that already with our full row So what we can do now is we can actually just come in here and utilize something a little different So for the transform node, it has a couple built-in Global variables. All right and for the centroid it has the dollar CEX All right, so you notice it'll pop up in the little IntelliSense So I do that you'll notice that it centers it up on the X direction. All right So then if I do dollar CEY, it'll center it up on the Y But we don't have any Y here. So it's not going to do anything You're not going to see any change and then we're going to do dollar CEZ for the Centroid in the Z direction and voila. We now have our pivot right where we want it So now we can come up here. We can Put in our expression. I'm gonna have to go copy it again So let me go copy this up here All right, very cool. And we're gonna put that in there and we are going to rotate negative one and one So let's just do that Very cool, so let's take a look at the results and maybe fudge the numbers a little bit. It's looking pretty good Let's just make something really big. Let's put it back to that four degrees Yeah, so now they're all rotating individually on their own Pippets, so I would say point five. Let's just make it really subtle and Point five not five There we go All right, so super subtle, but it does actually help when we extrude all these guys and turn them into full pieces of geometry Very cool. Okay, so I'm going to close out the lecture there and in the next lecture We're going to actually go and detail this out because our pattern is basically done Now we can go on to extruding this out and adding the little nail heads to this and getting into some Texturing and then finally rendering this thing out. Okay. Thanks so much