00:01 so who wants to see Gaia
00:03 

00:03 2 I'm going to fire up the Early Access
00:06 

00:06 build this is the same build that's gone
00:08 

00:08 out to everyone uh today and uh I'm just
00:12 

00:12 going to start a new project I'm going
00:14 

00:14 to make a bunch of nodes to show you
00:16 

00:16 some of the new tools so I'll just right
00:18 

00:18 click and type in
00:20 

00:20 slump kagy
00:23 

00:23 and um
00:26 

00:26 Sandstone with this new chain creation
00:29 

00:29 if you know a bunch of notes that you
00:30 

00:30 want to create together guy will just
00:32 

00:32 make them for you let's go look at this
00:36 

00:36 this is the shape that was just created
00:38 

00:38 and let me change the rendering mode so
00:40 

00:40 we can see it better and this neutral
00:42 

00:42 lighting oh that looks cool let me just
00:45 

00:45 make the resolution bigger so I just
00:47 

00:47 took a simple slump node which is a a
00:50 

00:50 very mellow landscape and then added the
00:52 

00:52 new Surface node craggy to it kagy takes
00:55 

00:55 the whatever uh terrain that you give it
00:58 

00:58 and then turns it into this rock
01:01 

01:01 landscape uh believe it or not this is
01:03 

01:03 still a heightfield if I zoom in you can
01:05 

01:05 see all the different uh little hoodo
01:07 

01:07 standing out so this is what cagy does
01:12 

01:12 uh and this is part of our new Surface
01:14 

01:14 node collections their job is to
01:17 

01:17 preserve the shape and volume of the
01:19 

01:19 incoming node whether it's procedural or
01:21 

01:21 hand sculpted or however and then give
01:24 

01:24 it a new flavor so here we have our um
01:29 

01:29 Rocky landscape and then Sandstone is
01:32 

01:32 giving it this little extra crinkly
01:34 

01:34 flavor here uh might be a bit hard to
01:37 

01:37 notice here so let me just make a new
01:39 

01:39 slump and just
01:41 

01:41 Sandstone um and this I'm grading with
01:43 

01:43 the new short Cates that every node
01:46 

01:46 gets uh
01:48 

01:48 so this and I'll switch the rendering
01:51 

01:51 mode again so you can see so this is the
01:54 

01:54 basic slump and this is what Sandstone
01:57 

01:57 does to it it adds really delicate
01:59 

01:59 layering to all of it but it doesn't
02:02 

02:02 need to be uh delicate sedimentary
02:04 

02:04 layering all the time uh let me uh make
02:08 

02:08 this a bit taller let me get a different
02:10 

02:10 seed so there we have this slightly
02:12 

02:12 taller
02:13 

02:13 slump and here you can see uh it's
02:17 

02:17 creating this nice um uh Terrace
02:21 

02:21 landscape that's not so even uh if
02:25 

02:25 you've been to any Sandstone deserty
02:29 

02:29 environment then you know that this is
02:31 

02:31 very typical of um Sandstone
02:33 

02:33 environments now let's make this more
02:37 

02:37 iconic so I'm going to increase the
02:39 

02:39 spacing and I'm going to add some chaos
02:41 

02:41 to
02:43 

02:43 this and what the heck let's up the
02:47 

02:47 tions finally I'm going to increase the
02:50 

02:50 intensity of every single hydration so
02:53 

02:53 there and that turns it into this really
02:55 

02:55 nice rough
02:57 

02:57 sedimentary uh surface and so this is
03:00 

03:00 part of the new offerings of the surface
03:03 

03:03 nodes which lets you quickly transform
03:05 

03:05 any surface into a new Surface and if
03:08 

03:08 you really want to preserve the exact
03:11 

03:11 volume this has an iniz option so it'll
03:14 

03:14 actually do the volume preservation
03:17 

03:17 inwards so your volume is preserved
03:21 

03:21 perfectly now I want to erode this and
03:25 

03:25 so that's where our new erosion comes in
03:27 

03:27 so I'm going to drag out and create
03:28 

03:28 erosion 2 which is the work name of our
03:30 

03:30 new erosion and you can see it's already
03:33 

03:33 applied this even though we're at 2K
03:36 

03:36 it's pretty much um I guess you'd call
03:39 

03:39 it real time although I don't want to
03:40 

03:40 use that word it's just been thrown
03:43 

03:43 around so much it's become kind of
03:45 

03:45 meaningless so yeah it's fast it's
03:47 

03:47 almost
03:48 

03:48 instantaneous um even if I increase the
03:50 

03:50 duration all the way to maximum you can
03:53 

03:53 see it just works just as fast this is
03:56 

03:56 still not using the C GPU this is still
03:59 

03:59 on the CPU and it's still as fast it'll
04:01 

04:01 be just you know as fast relatively
04:04 

04:04 speaking when you switch it to 8K or 16k
04:07 

04:07 um anyways speed is not the point
04:09 

04:09 quality is and one of the big big things
04:12 

04:12 that we go after with erosion uh more
04:15 

04:15 than just uh uh you know realism of
04:18 

04:18 shape is also realism of process and one
04:21 

04:21 of the things that we we've always found
04:23 

04:23 wanting in CG erosion has been
04:27 

04:27 deposition so we have all this really
04:29 

04:29 cool cutting of material but where does
04:32 

04:32 all that go so in this version we paid
04:35 

04:35 even more attention to what happens to
04:39 

04:39 the sediment discharge and so here you
04:41 

04:41 will find a whole group of controls for
04:43 

04:43 that so there are three kinds of
04:44 

04:44 sediments and you get to control how
04:47 

04:47 much and at what angle they start
04:50 

04:50 depositing so it may sound a bit
04:52 

04:52 complicated but it's really cool and
04:54 

04:54 simple so let me show you I'm just going
04:57 

04:57 to increase the course
04:59 

04:59 sediments and there you go you just have
05:01 

05:01 a lot of core sediments everywhere so
05:04 

05:04 you have down cutting and you have this
05:07 

05:07 and this is what makes drain look really
05:10 

05:10 real not just giving it lots of
05:13 

05:13 different grooves and so if we wanted
05:15 

05:15 more um let's add some bed
05:18 

05:18 load and there we have even more and you
05:21 

05:21 can see how this is carving out a flow
05:24 

05:24 path as the sediments go down and you
05:27 

05:27 can already imagine how cool the
05:29 

05:29 texturing on this would look
05:31 

05:31 so um let me reduce the erosion duration
05:34 

05:34 and you can see how this is
05:36 

05:36 working as you can see I I don't need to
05:39 

05:39 apply that much duration anyways um this
05:42 

05:42 is already working out quite well so if
05:44 

05:44 I go back to my previous note was this
05:46 

05:46 now we have this this is already a
05:48 

05:48 pretty cool looking terrain right there
05:51 

05:51 um now let's take a look at what um this
05:54 

05:54 erosion can do when I want to turn this
05:56 

05:56 into a more mountainous landscape well I
05:60 

05:60 personally wouldn't turn this into a
06:01 

06:01 mountainous landscape um let's just make
06:03 

06:03 a new one so I'm going to create a
06:06 

06:06 ridge uh like all the other Primitives
06:08 

06:08 this has been reworked so it gives
06:10 

06:10 better shapes uh let me just fill with
06:13 

06:13 the seeds a little bit so I can find
06:16 

06:16 something that's more mountainous like
06:19 

06:19 this that looks
06:20 

06:20 cool uh let's add a bit more definition
06:23 

06:23 to it and I'm going to use the new
06:26 

06:26 modifier stack down here that um that's
06:28 

06:28 the evolution of the post proc a stack
06:30 

06:30 that we used to have I'm going to um
06:33 

06:33 make it
06:35 

06:35 doller like
06:37 

06:37 so and then now uh I'm going to add
06:40 

06:40 erosion to this and at the same time I'm
06:43 

06:43 going to amp this up so it really
06:46 

06:46 erods so now we're getting some really
06:49 

06:49 cool
06:49 

06:49 mountains let's not forget our
06:54 

06:54 sediments so there we're getting some
06:57 

06:57 really cool Landscapes out here now I'm
06:59 

06:59 going to change the shape a little bit
07:02 

07:02 and I'm going to increase the sharpness
07:05 

07:05 and reduce the
07:06 

07:06 detail so what that does is it starts
07:09 

07:09 collapsing the Peaks a little
07:11 

07:11 bit and I'm going to bring the shape in
07:14 

07:14 a little fill with it to get the right
07:18 

07:18 um ratio that I
07:20 

07:20 want and then increase the sharpness
07:25 

07:25 more I think reduce the duration a
07:28 

07:28 little bit
07:30 

07:30 so now that's creating a kind of an
07:33 

07:33 Alpine shape that I
07:35 

07:35 like now I think I added way too much
07:38 

07:38 detail out here so that's getting in the
07:41 

07:41 way so I can reduce the definition a
07:42 

07:42 little bit or I can add one of the new
07:45 

07:45 nodes um there's the
07:48 

07:48 bulbus just makes everything smooth like
07:52 

07:52 so um I just wanted to take away all the
07:56 

07:56 sharp edges then I can erode this and
08:00 

08:00 then I can go down to almost zero shaped
08:04 

08:04 detail or just pretty much zero shaped
08:07 

08:07 detail and now I have really cool sharp
08:11 

08:11 mountains with erosion sedimentation and
08:15 

08:15 so
08:19 

08:19 forth I think I can increase the erosion
08:21 

08:21 scale a little
08:23 

08:23 bit and I think I can decrease the
08:26 

08:26 sedimentation just a
08:28 

08:28 little
08:31 

08:31 and like I said fiddle with the shape
08:33 

08:33 you can find what you like and you can
08:35 

08:35 always add a second pass of erosion to
08:37 

08:37 this so on you know uh not good enough
08:41 

08:41 you can always add more especially when
08:43 

08:43 they're this
08:47 

08:47 fast now on top of all of
08:51 

08:51 this let's add a
08:57 

08:57 rockscape oops let me look this
09:03 

09:03 up so this is another one of those
09:05 

09:05 surface nodes so when you apply it to
09:08 

09:08 this very realistic Mountain it can give
09:13 

09:13 it this amazing broken look do this I
09:16 

09:16 want to switch this to clusters
09:21 

09:21 mode and then now we have these large
09:24 

09:24 Rock clusters on our mountain and that's
09:27 

09:27 one more way of how you can use the the
09:30 

09:30 surface
09:31 

09:31 nodes and if you're new to terrain
09:33 

09:33 design we have some pretty new um we
09:36 

09:36 have some pretty cool new toys for you
09:38 

09:38 so if you were to create um some simple
09:41 

09:41 thing like a mountain uh which is one of
09:44 

09:44 our Primitives uh you know you get
09:47 

09:47 really cool Primitives to start with you
09:49 

09:49 don't have to Wrangle a noise into a
09:50 

09:50 shape like Berlin or something uh you
09:53 

09:53 can have like different styles like
09:55 

09:55 here's the basic or the eroded this say
09:58 

09:58 erosion built-in or the Alpine version
10:01 

10:01 just this cool Alpine
10:05 

10:05 mountain then let's say you want to do
10:07 

10:07 some erosion but are not so confident
10:09 

10:09 that you want to mess with all the
10:11 

10:11 different settings that you just saw all
10:13 

10:13 you have to do is create easy erosion
10:17 

10:17 and with easy erosion we have done most
10:19 

10:19 of the work for you all you have to do
10:21 

10:21 is pick one of the different choices now
10:24 

10:24 these are just um temporary standard
10:26 

10:26 names uh we're working on all
10:28 

10:28 fine-tuning all the different flavors of
10:30 

10:30 erosion here so um you'll get to see
10:33 

10:33 some changes over the next few builds
10:34 

10:34 but um here's a little taste so there's
10:36 

10:36 the simple erosion and all you have to
10:38 

10:38 do is choose how much influence do you
10:40 

10:40 want a little bit or a lot and then you
10:42 

10:42 can choose a random seed if you want and
10:45 

10:45 then let me change this from simple to
10:47 

10:47 really strong ancient
10:50 

10:50 erosion and then that changes this turn
10:53 

10:53 into this or let's say I want this to be
10:57 

10:57 Rocky then that will trans transform
10:60 

10:60 this terrain into something really
11:03 

11:03 strong and Rocky like so and then you
11:06 

11:06 have all kinds of different experimental
11:09 

11:09 shapes you have uh exposed rock
11:13 

11:13 faces uh with little collapses let me
11:15 

11:15 zoom in to show you like so and on and
11:19 

11:19 on and on with all these different
11:21 

11:21 options you can create a variety of
11:23 

11:23 erosions without messing with complex
11:25 

11:25 settings and quickly getting the look
11:28 

11:28 that you want
11:30 

11:30 now I only scratch the tip of the
11:34 

11:34 iceberg um you know these are just some
11:38 

11:38 of the really uh uh fun cool new things
11:41 

11:41 that I've been playing with recently so
11:43 

11:43 they've been at the top of my mind we
11:45 

11:45 have lots of other things we have um we
11:49 

11:49 have groups we have uh notes we have
11:53 

11:53 accumulation nodes we have lots of new
11:56 

11:56 simulations and um we have have uh uh
12:01 

12:01 new workflow stuff if you're uh creating
12:04 

12:04 complex pipelines we have of course the
12:07 

12:07 god mode we have the new um you know
12:11 

12:11 output for unreal like right here we
12:14 

12:14 have the unreal node which lets you uh
12:16 

12:16 export straight into um unreal and use
12:20 

12:20 the Gaia uh unreal tools to import the
12:23 

12:23 entire landscape into ue5 without having
12:25 

12:25 to worry about anything it's just a
12:27 

12:27 oneclick thing uh which we'll do a video
12:29 

12:29 on on very soon and then lots of other
12:33 

12:33 stuff coming soon so there are only you
12:35 

12:35 know 24 hours in the day so um uh keep
12:39 

12:39 your eyes on our social media we'll
12:42 

12:42 start posting more videos as we go
12:44 

12:44 forward now that we have bits out in the
12:47 

12:47 wild you'll get to see people make some
12:49 

12:49 pretty cool stuff with this and then um
12:52 

12:52 we'll be releasing more and more
12:54 

12:54 features and um soon enough we'll have
12:56 

12:56 the final release with a bunch of
12:59 

12:59 amazing new tools for everyone to play
13:02 

13:02 with so thank you and um see you soon