00:01 Let's create an alien environment
and kind of not use erosion.
00:06 If we can cause erosion
the way we use it, really,
00:11 and the way the simulation is built,
it relies on hydraulic erosion.
00:16 And so you need a lot of water.
00:17 An alien environment might not have it.
00:19 So let's start by creating a CraterField.
00:24 So there we have it.
00:25 We have lots of great craters
I'm going to increase the Scale.
00:29 So we have something really large
00:34 I'm going to increase the Depth
a little bit.
00:37 Scale
00:39 Density is kind of fine as it is.
00:43 Now. What I want to do is
I want to take these moon like craters
00:47 and turn them into something rockier.
00:50 And so to do that,
I will add, Outcrops to this.
00:59 So you can see it's
00:60 now really changing
how this surface looks.
01:03 So I'm going to turn, the Height to low.
01:10 And even this one.
01:13 And I'm going to increase
the stratification of these.
01:17 So you can see we get these, 
bulging outcrops.
01:21 I'm going to play with the Shape
a little bit to see how this fits.
01:27 Then maybe reduce the Size
01:30 even more or the Height even more.
01:34 I'm going to have
maximum Rotation on this
01:36 because I would love
to have the shapes rotate
01:40 anyways.
01:40 So there now we have our existing
crater system, but it's turned into this
01:46 rocky, really cool landscape.
01:49 But maybe that's not enough.
01:51 We want this to be further rocky.
01:53 And so to do that I can add Craggy,
which is part of the rock family of nodes,
01:59 and create lots of tiny little rocks
and while that's cool, it's
02:03 kind of like
obliterating our existing landscape.
02:07 So I want to have more of this
so we could reduce the Size
02:12 and Depth and Shape and all of that,
02:15 or we could just mask it out
and kind of like, art direct it.
02:19 So to do this, I'm going to have,
02:23 well, first I'll just create a Mask node.
02:28 And I'm creating a Draw node.
02:31 And the Draw node
will fit into the Mask here.
02:38 So I'm going to hit F.
02:40 Or you can right
click and select Lock Preview.
02:43 We're going to go down to draw
02:45 I'm going to increase the Soften
because I know
02:47 I want this to be soft
like the brush to be soft.
02:51 So go here and then as I paint.
02:59 You can see that
area gets to become craggy
03:02 as this is feeding into the mask
for craggy I'm going to increase the size
03:07 and the height which is also in 
03:09 the like the intensity of the mask.
03:17 And you can see.
03:17 I can actually art direct this
and send it to where I want it to be.
03:21 Just a little bit here,
just a little bit here, maybe here.
03:26 So now it feels like,
all this is connected somehow.
03:30 There's a specific pattern to this
03:34 and that's it.
03:35 I'll just close this.
03:36 I can always increase the softness
to have it blend better,
03:41 like so.
03:43 And you can always just, 
use the Influence or use Combine to mix it
03:47 with two different versions of itself
and reduce the intensity and so on.
03:52 But there
I think that's looking pretty cool.
03:55 So next step is, I want to add
04:00 just a little bit of like,
04:03 not exactly craters but like pockmarks.
04:05 And so we have a node for that.
04:07 So I'll add Pockmarks there.
04:09 It's creating these little divots
everywhere.
04:11 So that helps bring back some of that
original flavor that we had to our crater.
04:17 So it looks like, oh yeah it's
been going to little dings and whatnot.
04:21 You can increase the Size a little bit.
04:23 You can increase the Depth,
although I don't want to overdo it.
04:27 And then of course
you can increase the Density.
04:30 But I
04:30 think just more
or less the defaults are doing just fine.
04:34 now with this done,
I want to move on to texturing.
04:37 And so to do that, first
I'll create a TextureBase
04:42 which will give us this
on have really high Soil
04:45 not really relying on Flow here.
04:48 So it's all Soil and Slope.
04:52 Kind of almost.
04:53 Even so that looks fine.
04:57 And then let's give it a SatMap.
05:01 Let's find some nice alien texture.
05:03 I'll switch to Sand.
05:07 And it's still not alien enough,
05:10 but let's see.
05:13 Oh, that that looked.
05:15 That's pretty cool.
05:16 That's alien enough.
05:20 Let me get, like, the right balance here.
05:23 I don't want to lose all of that blue here
or the teal.
05:28 That's looking cool.
05:29 Okay, so with this,
05:32 I'm tempted to add ColorErosion,
05:35 which helps solidify all these shapes.
05:38 But one of the problems with ColorErosion
is that it does create flows.
05:43 And as I mentioned, we want to avoid
hydraulic erosion or impressions of it.
05:48 So to make sure it's not looking
05:51 too much like, flowing erosion,
I'm going to reduce the Color
05:56 Hold and Sediment Density,
but increase the Flow Volume.
06:02 I play a little bit with the Blend and
06:05 maybe I do need to increase the Sediment
Density.
06:08 Yes. Let's see there.
06:11 I think that much is good enough now.
06:12 It's, faded.
06:14 Some of the, the noisier areas.
06:17 It's looking good to go back and here.
06:20 Yeah. That's nice.
06:22 The only problem is because of the way
this whole shape is,
06:26 I want to bring out or rather accentuate
some of the
06:30 the shapes and details,
but not have to do too much with erosion.
06:35 So what I'll do is
I will add a Weathering node do this.
06:40 So Weathering will add like 
weathered edges to everything.
06:46 You can actually Inverse it
and have it be inside.
06:49 So let me change the Amount, the Creep.
06:54 And there here you can see it's
more like calcification.
06:57 You can see it more in the crevices.
06:60 You can choose
the amount of Creep, have it come out
07:04 and so on.
07:05 But I'm going to reduce this.
07:06 I'm going to leave it inversed for now,
07:10 and I'm going to reduce the Scale
a little bit and leave it like that.
07:15 I can also turn on dark,
07:18 the Darker parts using dirt
07:21 so we can have a bit of both.
07:25 Then I'm going to add
one more Weathering on top of this.
07:28 This one uses a very small Scale
07:32 little bit of high Creep,
07:35 at least
higher than default and a high Amount.
07:39 So then this adds texturing to the edges, 
on the outside instead of the crevices,
07:47 I'm going to turn on Washed out.
07:50 This will soften the effect
07:52 and have it be,
even the color be weathered a little bit.
07:56 So that doesn't look too sharp.
07:58 And stark, it becomes a bit smoother.
08:02 And now let me switch to 4K
so we can see this
08:04 in greater detail.
08:07 And so there now in higher detail.
08:10 You can see we have all the big larger
craters with the rocky surface structure.
08:16 Then all these little, subdivisions,
the craggy subdivisions,
08:21 but then these additional sub craters
and divot and whatnot
08:25 that signify, 
a sort of shattered terrain.
08:30 We also have these beautiful
08:31 broken craters
and so on, and we have it nicely colored.
08:35 If at any point
we want to change the color,
08:37 if you want to experiment,
let's go with something like this. Or
08:42 like this.
08:44 Go back.
08:47 And even with colors
08:49 that are relatively
like not too, detailed,
08:54 like the SatMap is not detailed.
08:56 By adding Weathering,
you can accentuate the details,
08:59 which is often more realistic
because in nature
09:02 you will not get like too many variety
in colors in a single location, but
09:07 rather have Weathering and other smaller
effects that bring out, the shapes.