00:00 Do you want to create dynamic procedural
00:02 

00:02 C stack like this? Then stay with us.
00:08 

00:08 In this tutorial, we are going to create
00:11 

00:11 something similar to these sea stacks
00:14 

00:14 from in the water and near the
00:16 

00:16 shorelines
00:18 

00:18 using Gaia and Unreal.
00:28 

00:28 So let's start from the beginning. First
00:31 

00:31 in Gaia I create a simple gradient.
00:42 

00:42 After adjusting the scale we use adjust
00:45 

00:45 node and using the clamp option flatten
00:48 

00:48 the upper part.
00:51 

00:51 Next, we can use a note like slope blur
00:54 

00:54 and add some pearling noise to create
00:57 

00:57 nice surface details.
01:06 

01:06 You can select the slope blur node and
01:08 

01:08 press F to preview its result. Then you
01:12 

01:12 can adjust the ping noise settings as
01:14 

01:14 desired.
01:16 

01:16 Next, you can add another blur node to
01:18 

01:18 get a smoother surface. Try not to push
01:22 

01:22 the details intensity too much so the
01:25 

01:25 result stays natural.
02:18 

02:18 You can also use nose like erosion to
02:21 

02:21 create a more detailed surface.
02:45 

02:45 Finally, you can add an adjust node and
02:49 

02:49 mark it for export. Set the format to
02:52 

02:52 PNG 16. Choose your export location.
03:04 

03:04 And now you have a file like this.
03:08 

03:08 In Unreal, you'll need the landscape
03:11 

03:11 patch plugin and the plugins related to
03:13 

03:13 PCG.
03:20 

03:20 Now go to landscape mode and create a
03:22 

03:22 simple landscape. After that import your
03:40 

03:40 after importing your height texture into
03:42 

03:42 Unreal, open it and set the conversion
03:46 

03:46 to grayscale in the setting.
03:55 

03:55 Now we need a blue. After creating it,
03:59 

03:59 add a landscape texture patch. Then
04:02 

04:02 create a spline. Next, we assign a tag
04:05 

04:05 to them.
04:20 

04:20 Try to match the size of your spline
04:23 

04:23 with your texture patch so that when you
04:26 

04:26 import it into the scene, they align
04:29 

04:29 correctly.
05:02 

05:02 Now set the source mode of the texture
05:04 

05:04 patch to texture asset and you can
05:08 

05:08 assign your height map to it. You can
05:11 

05:11 also adjust the encoding setting. So
05:14 

05:14 it's closer to a readyto use default.
05:23 

05:23 Now if we place it into the scene, as
05:26 

05:26 you can see, we can create the desired
05:29 

05:29 CS stack.
05:56 

05:56 Next in PCG we can add get spline data.
05:60 

05:60 Set the mode to all board actors and set
06:02 

06:02 our tag. And by adding a spline sampler
06:07 

06:07 we can generate our points.
06:57 

06:57 to make sure The points are properly
07:01 

07:01 placed on our CS tag. We can project
07:04 

07:04 them. For this, we add a get a landscape
07:07 

07:07 data and use projection.
07:12 

07:12 Now everything is ready. We can adjust
07:14 

07:14 the number of points using the spline
07:16 

07:16 sampler setting and even scale them.
07:32 

07:32 We can also use density noise and
07:35 

07:35 density filter to control and reduce the
07:37 

07:37 disturbation and then use transform
07:40 

07:40 points to add variation to them.
07:49 

07:49 You can also add a static mesh spawner
07:52 

07:52 to assign any mesh to our surface.
08:03 

08:03 And you can use this blind sampler
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08:05 setting to create a filtered area around
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08:08 our CS stack.
08:41 

08:41 Another advantage of this method is that
08:44 

08:44 we can duplicate this blueprint and
08:47 

08:47 assign a different texture to it,
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08:50 allowing us to have multiple variations.
09:04 

09:04 Then you can create any scene you want
09:07 

09:07 using this CSX
09:41 

09:41 Thanks for watching. If you enjoyed the
09:44 

09:44 video, please support the channel by
09:46 

09:46 liking, subscribing, and sharing.