 All right, so let's focus on the cabinet area. So if I were to go to my reference, it's this kind of Whole cube cube right here that has all the doors and drawers and stuff like that in it. So you'll notice that it's actually a little bit offset, right? So it's the countertop here So we want to make sure that we get all that stuff in there as well so Let's go back to Getting that set up. I'm gonna put a net box around this by hitting shift up And I'm just gonna call this the base wood Go All right, so what do we need to do here? So we need to get the base from here So I'm just going to Copy this guy over there using alt left click and drag call this a get base And I want to transform it so it sits on top of the base wood there And that's pretty easy to do we just need to get the bounding box from this guy And we want to get the dy max Alright, so we do VP box and We want to get it from Our out base wood and we want the dy max There we go. So now we're moved up appropriately All right, so then we need a poly extrude Because we need to create the height for this So that'll be our height right there do something like that Looks pretty good Kind of like our reference. Let's go and add start adding parameters To our control node. So we will need a new folder for this and I set it to simple. I'm gonna call this the cabinet folder and For the label just use cabinet Hit apply and then we want to do a float in here and this float is going to be the Just can call this the cab height We'll call it height Label for the range. I'll say point actually point one will be fine I don't think we'll ever need to go that long and let's do We'll do two. I'm sure you'll never really need to go that high But you never know and the default will be point five Actually point six. I think it was Let's do that apply and accept. All right, so let's copy this And apply it to our distance on the poly extrude node Sweet so now we got control over that Cool, so now what I want to do is I'm going to need to remove the front here But I also need to first focus on peeking it out to get that Little offset right there. So that's what I'm gonna focus on here now And so to do that. I'm going to group this guy. So do a group And I just want to do the group node I went up and out there by accident All right, so I'll do a group node and this is going to be our front and That is going to be selected by normals and Z is fine But we just want to set the spread angle to zero So it selects that front face there and then we can use a transform node to just peek that face Yeah, there we go Cool, so let's go back to our parameter interface. I'm creating new float for that I'm going to call this our cab front peek and we'll call it the Front yeah front peak will be fine And the range will do point zero one and max is probably gonna be like point two. It's not really that huge And the default is going to be Point I think it was point oh five is what we had in there Apply and accept and we'll copy this guy Yeah, point five there we go Cool, so now I have control over that It's always a good idea to set up those ranges too So it's it makes it easier for the end user to be able to use, you know, the whole width of the slider So you might have to you know overpower it But you don't want it to go from like zero to ten because then like what's going to happen is the end user Is going to have these like really tiny numbers and it's just going to be hard To use inside of unreal or unity It's fine in in Houdini because you can use the increment ladder by holding down the middle mouse button But you know you want to be able to make it easier to use in the in the Houdini engine Cool. All right, so it's point oh five There we go Okay, so then I'm going to do a split here and I'm going to split off that front because you know when you have the Drawers and the doors and stuff in here you want to be able to see inside, right? So I'm going to split off the front invert the selection and then put down a null node down here and I'm going to call this the cab front frame like so That way I can use it for developing Our doors and drawers and stuff like that. I need that reference geometry. So that's why I'm putting it into the null node All right, so now that we have this we need to make sure that we include the bottom for I'll put back for this guy very cool and Then I want to do I want to go and grab my UV cube So I'm going to just do an all-click and left-click and drag and We should have UVs on this guy now. Yeah Looks pretty good Looks like we're getting a Little bit of an issue there something overlapping see so it selected that one Let's go back in here and see what the seams are like and we'll match the size here. Let's put a null node down just so I can Visualize my seams That looks correct That looks good too. It just looks like this guy is overlapping. Do I have two pieces of geometry up there? Let's find out and turn on our primdoms No, let's look at it in here. So zero and three are overlapping. Oh I see why Yeah, for this particular one, we don't need this guy right here So that's easy enough. Let's just Remove it. So I'm just gonna select my group node here. It's using this one You know that by the dotted line there. So I'm just gonna select this and then just deselect that one No, let's take a look at our UV layout again. Yeah, there we go You know, it probably would have worked we could could have probably just added on to it, but that works just fine So I'll leave it at that Cool. So now we got UVs and now what I want to do is I do a poly extrude this time We're gonna poly extrude inward to create the The depth for this guy or the thickness for these guys here. So we're gonna go in negative So I'll put our backs and now we have a solid object There we go And we'll reverse it Yeah, there we go. Nice. If we look at our UVs You'll notice that the poly extrude node actually creates UVs for you You can see these guys are doubled up because we have the front and the back You can always output the groups Right and get access to those two so you can do like a split node now and Split away something like the back and you get just that shell or if you did Extrude front you get that one if you do both You get just the side here now the side here is being procedurally generated by the poly extrude node If you actually come all the way to the bottom here, you have your texture coordinates and so you can go through and Play around with these particular Options I usually leave it on proportional and then match my 3d scale So that gets me, you know proper UVs for all that stuff cool Very nice, and then I'm just gonna polybevel it and really I'm just gonna copy this one I kind of want the same bevels. So we should probably make a global Yeah, let's do that. Let's make a global Section in our parameters. I'm going to call this first out cabinet or out cab short very cool and Then let's go into our parameter interface on our control node and let's create a new folder called global So this is gonna be the global folder And we'll call this global Set it to simple and we're just gonna create a polybevel So I'm gonna do G for global and we'll do a bevel amount So say a bevel amount And what am I currently using? It's 0.002. It's super small. So let's do a range of 0.001 To like 0.01 I'll just clamp those out Set this to 0.002 That's my default Sweet so now I have a global control for all these guys so we could just set this up and then we can just I'll copy that particular node So it'll always have the Relative reference hooked up for us All right. So now we've got two pieces. Let's put a net boxer on this guy here and I'm gonna call this cabinet Let's do an assembly. So let's get an object merge node and we'll say assemble All right We can turn off the transform because we don't we're in the geometry container So the the transform is controlling all of these guys. So we don't need to import any transform information But we do need to start assembling all the pieces So I'm just gonna left click and drag to put in the basewood and then add another slot over here And left click and drag that basically starts to assemble our pieces together Cool right now, so I'm gonna hit save and let's just put a normal down And for now, I'm just gonna set it to zero for everything so I can see how the lighting is gonna be reacting to this Yeah, it's looking pretty cool always good idea to kind of roll through all your parameters Make sure everything's still working as you step through all this stuff Looks good. Oh, it's looking good Then the wood thickness down here Looks pretty cool, and then the height is controlling the cabinet. Yep Very nice We are procedural. Let's check the bevel amount Wonder if I can get rid of that Might not be able to but want that. I'm gonna leave it for now You could always if you do want to mess around with that you can go into the poly bevel node here and Use the exclusions and say ignore flat edges and start to increase This value here. Oh, and I need to Look at this one. Let's do it on this other one here. Yeah, I mean it's still doing that It's actually kind of cool. I'll leave it at that for now. Let's check to make sure those UVs still look good No Now we should do it then. Oh interesting it's not actually affecting that guy, so I might want to Let's see what happens when we actually UV map it down here. Nope That did not like that So I'll have to take a look at that It's just one little guy getting all the way stretch all the way out there Yep, I'll look at it a little bit later That was super big deal right now All right, cool. So now we got that all set up Let's actually move on now and do the countertop We'll get all these major pieces in before we start focusing on some of the more advanced features of this like setting up different Quadrants here for doors or drawers and letting the user decide All right, so there we go. Let's move on