00:00 Hey everybody, Martin from Quad Spinner
00:02 

00:02 here and today I will cover the repeat,
00:04 

00:04 seamless, and bomber nodes and
00:06 

00:06 afterwards I'll show you how I use them
00:07 

00:07 in my work with the stylized Icelandic
00:10 

00:10 mountain. These are three awesome nodes
00:12 

00:12 to work with textures and shapes. The
00:14 

00:14 seamless node preps shapes or color
00:16 

00:16 textures for tiling by making the edges
00:18 

00:18 seamless. The repeat node is used to
00:20 

00:20 tile shapes or color textures using a
00:23 

00:23 warp. This can create a very cool rock
00:25 

00:25 detail, for example. The bomber node is
00:27 

00:27 very cool. It scatters shapes or
00:29 

00:29 textures over another shape. In our
00:32 

00:32 case, we scattered this Voronoi on top
00:33 

00:33 of a constant. We can control the amount
00:36 

00:36 of scattered items using iterations. The
00:39 

00:39 multiplier multiplies the number of
00:41 

00:41 iterations. Size controls the smallest
00:44 

00:44 and biggest elements that got scattered.
00:46 

00:46 When we turn up size distribution, it
00:48 

00:48 guides the amount of variation in size
00:50 

00:50 we see. When we turn it up, we see more
00:53 

00:53 and more contrast between the small and
00:55 

00:55 big items. Rotation controls the amount
00:57 

00:57 of random rotations the scatters have.
00:60 

00:60 Maintain proportions will make sure the
01:01 

01:01 proportions of the terrain underneath
01:03 

01:03 are maintained. As you can see with this
01:05 

01:05 mountain input, variable height gives
01:07 

01:07 you individual control on the height
01:09 

01:09 using the height slider underneath.
01:11 

01:11 Distribution gives you two options,
01:12 

01:12 random and grid. Random will scatter the
01:15 

01:15 input randomly across the terrain. Grid
01:17 

01:17 gives you sort of a tiled look. The
01:19 

01:19 jitter slider can break up the grid for
01:21 

01:21 a bit of random variation. Fade edges
01:24 

01:24 gives the input shape an edge node
01:25 

01:25 before it's scattered. This could be
01:27 

01:27 useful when you have a shape that
01:28 

01:28 produces sharp vertical edges on the
01:30 

01:30 bomber scatter. Below this, you can set
01:32 

01:32 the various blend modes. Although in
01:34 

01:34 most cases, max or blend is probably
01:36 

01:36 your best bet. Sometimes using different
01:38 

01:38 blend modes can give you really unique
01:40 

01:40 looks. Quality determines the quality of
01:42 

01:42 the scattered items. In most cases,
01:44 

01:44 medium will work fine, but if you're
01:46 

01:46 exporting at high resolution, such as
01:48 

01:48 16K, and you notice that the scattered
01:50 

01:50 shapes are rasterized, you could set the
01:52 

01:52 quality to high instead. Now, let's get
01:54 

01:54 into the Icelandic terrain that I made
01:56 

01:56 using these three nodes. So, we're going
01:58 

01:58 to start off with our mountain node
01:60 

01:60 here, set to a basic, medium bulk, and a
02:03 

02:03 height of 175. Very simple. Add an
02:07 

02:07 erosion to, and we're instantly going to
02:09 

02:09 have a bit of down cutting. Erosion
02:11 

02:11 scalees been changed to 500. We're going
02:14 

02:14 to add a little bit of bed load and we
02:16 

02:16 are going to make sure that the shape is
02:18 

02:18 set to 04 and the shape sharpness 7.
02:21 

02:21 This will give us that kind of thermal
02:24 

02:24 eroded look very triangular. And we're
02:26 

02:26 going to be adding a bunch of detail on
02:27 

02:27 top of this. So at this point I have a
02:30 

02:30 choke point and I run it into two
02:32 

02:32 transpose nodes mixed with our cool
02:35 

02:35 detail using seamless repeat and also
02:38 

02:38 bomber. So, we're going to use a file to
02:41 

02:41 get a texture. I enforce linear gamma. I
02:43 

02:43 height remap it to something a bit more
02:45 

02:45 manageable and drop it to the floor. I
02:49 

02:49 use the seamless node to just lower
02:52 

02:52 those edges and make sure that the
02:53 

02:53 repeat works perfectly. And I set the
02:56 

02:56 tiling to six. Afterwards, I warp it
02:59 

02:59 slightly. And then it's ready to be
03:01 

03:01 transposed on top of our terrain. The
03:04 

03:04 transpose here is set to one. It is
03:07 

03:07 fully transposing and it's, as you can
03:09 

03:09 see, it's not that extreme. It's been
03:11 

03:11 blended with a very blurred out slope
03:13 

03:13 mask. So, I set it to 0.5 because
03:16 

03:16 transpose tends to kind of bulk up your
03:18 

03:18 terrain. So, if you don't blur your
03:20 

03:20 slope mask enough, you'll see a very
03:22 

03:22 noticeable blobby bulking happening. But
03:26 

03:26 the rock detail here is very refined and
03:28 

03:28 nice and gives us that really cool slate
03:30 

03:30 rock look. We can then add erosion
03:33 

03:33 afterwards. But first, I'm actually
03:35 

03:35 going to go through the bomber look,
03:36 

03:36 which is the one I actually ended up
03:38 

03:38 going for because it looked a bit more
03:40 

03:40 unique and cool and less like slate rock
03:43 

03:43 you would see in the Alps. So, take my
03:46 

03:46 file, run it through seamless, and then
03:48 

03:48 have a bomber with the constant input
03:51 

03:51 here set to zero. And this creates just
03:53 

03:53 this really cool rock mask right here.
03:56 

03:56 Just a whole field of debris. The
03:59 

03:59 iterations are 100, multiplier two, so
04:01 

04:01 it's 200 iterations. I did not use the
04:04 

04:04 size distribution because I was kind of
04:06 

04:06 happy with the actual look I got out of
04:08 

04:08 this. The rotation is fully randomized.
04:11 

04:11 I did not have to maintain proportions
04:13 

04:13 really because it's just a constant that
04:14 

04:14 it's scattered on. Variable height I
04:17 

04:17 didn't choose to use because the texture
04:19 

04:19 was unique enough for me to get quite a
04:22 

04:22 varied look. And I just used the basic
04:25 

04:25 max blend mode. No fading of edges.
04:28 

04:28 However, I did set the quality to high
04:30 

04:30 since this is a texture. I just want to
04:32 

04:32 make sure that it really takes the full
04:34 

04:34 quality and uses it. I also transpose it
04:37 

04:37 same way with the mask. However, the
04:39 

04:39 amount is set to 50 because this one is
04:42 

04:42 a lot more extreme. This gave me
04:44 

04:44 extremely cool rock detail all over the
04:46 

04:46 cliffs. As you can see here, it's kind
04:48 

04:48 of stratified. It's extruding in bits.
04:51 

04:51 It looks very, very randomized and
04:53 

04:53 unique.
04:54 

04:54 I ran this through an erosion node set
04:56 

04:56 to max with a bunch of sediments being
04:58 

04:58 added. So you can really see how that
05:00 

05:00 blends this whole thing into the terrain
05:02 

05:02 quite nicely. You could also choose not
05:04 

05:04 to set it to max blend mode and just
05:06 

05:06 erode over it. Uh it just depends on how
05:09 

05:09 many of the details you want to keep. I
05:11 

05:11 wanted to make these details pop for the
05:13 

05:13 showcase, so I chose max, but you can
05:16 

05:16 just play around after you've added this
05:18 

05:18 rock detail. Uh just use maybe a thermal
05:21 

05:21 erosion to kind of blend it into the
05:23 

05:23 terrain better. You can use all kinds of
05:25 

05:25 things afterwards.
05:27 

05:27 I use a shaper to bulk up the terrain a
05:30 

05:30 little bit. And at this point, I add my
05:32 

05:32 snow just a little bit sprinkled in the
05:34 

05:34 concaves here on top. Uh I melted it
05:37 

05:37 quite a bit as you can see. And these
05:38 

05:38 slip off angles set quite high so it
05:41 

05:41 really sticks to this upper area. And
05:44 

05:44 there's the choke point. So for our
05:46 

05:46 texturing, we're going to prepare a few
05:47 

05:47 base layers of grass and dirt and then
05:49 

05:49 also a rocky dirt layer. So, we're going
05:52 

05:52 to start off with the grass and dirt,
05:53 

05:53 which was made by using this texture
05:55 

05:55 base with heavy flow influence and a
05:57 

05:57 little bit patches multiplied with this
05:59 

05:59 slope map. What you'll see here is that
06:01 

06:01 we basically darkened the rest of the
06:03 

06:03 actual map except for the slopes. This
06:05 

06:05 gave me this look of this grassy mossy
06:07 

06:07 look, but then this darker color on and
06:09 

06:09 around these kind of rocky sloped areas.
06:12 

06:12 The sap map we use is number 298 on the
06:14 

06:14 rock. We only use half of it, and it
06:17 

06:17 gives us these really cool Icelandic
06:19 

06:19 colors. We're going to run this through
06:20 

06:20 a color erosion. However, it is quite
06:22 

06:22 low on the color hole. Um, because we
06:25 

06:25 already have a lot of flow influence, we
06:27 

06:27 don't need the texture to flow along
06:28 

06:28 that far. After we use color erosion,
06:31 

06:31 we're actually going to mix in a texture
06:33 

06:33 to just add a bit of that gritty detail
06:35 

06:35 back into the sap map. So, we're going
06:37 

06:37 to mix it with this texture. In my case,
06:39 

06:39 I'm using a rock texture, but you could
06:40 

06:40 use grass textures or whatever kind of
06:42 

06:42 texture you want. I run it into the
06:44 

06:44 repeat node by connecting both the in
06:46 

06:46 and the color. And after tiling it eight
06:48 

06:48 times, I only take the texture out of it
06:49 

06:49 and run it through an HSL node. Here, I
06:51 

06:51 take away all the saturation because I
06:53 

06:53 don't want the color to change on my
06:55 

06:55 actual sap map. I just want those kind
06:57 

06:57 of cool details. I run it through a very
06:60 

06:60 light color erosion, setting color hold
07:02 

07:02 to 0.25.
07:05 

07:05 Don't forget, like me, to actually
07:06 

07:06 insert your 3D shape here. I use a
07:08 

07:08 portal for my choke point into the color
07:10 

07:10 erosion. And then I run this through an
07:13 

07:13 overlay on top of my sap map. So you can
07:16 

07:16 see that the grass and dirt becomes
07:17 

07:17 extremely dark, but we're also getting
07:19 

07:19 those cool details from the texture over
07:22 

07:22 our sap map here. To correct this, I'm
07:24 

07:24 using an HSL node set to one to just
07:26 

07:26 bring back that brightness. We basically
07:28 

07:28 just get this really cool detail run
07:29 

07:29 over our sap map. This is going to give
07:31 

07:31 us a lot of kind of realistic detail and
07:34 

07:34 grunge onto our actual colors. And this
07:38 

07:38 is something that maybe you would do in
07:39 

07:39 Blender while texturing, but you can now
07:41 

07:41 do this easily inside of Gaia. Next, I
07:44 

07:44 will prepare the rock color using the
07:46 

07:46 actual rock that we transpose on top of
07:48 

07:48 these clips. Again, running it into the
07:51 

07:51 repeat both in and color. Taking the
07:53 

07:53 texture out of it. And here I remove
07:55 

07:55 most of the color, darken it quite a
07:57 

07:57 bit. Run it through a very light color
07:59 

07:59 erosion and using the mask, which is a
08:02 

08:02 slope mask with quite a heavy slope
08:05 

08:05 selection and selecting the height by
08:07 

08:07 using mask by height. Ran through a
08:09 

08:09 color erosion and then a curve to clamp
08:11 

08:11 down on this actual mask. We're going to
08:14 

08:14 mix both these layers and get this
08:16 

08:16 really cool dark contrasty look between
08:19 

08:19 the volcanic black dirt and the mossy
08:22 

08:22 green grass. Next, I use the snow output
08:25 

08:25 from this portal. Run it through a color
08:28 

08:28 erosion with some light diffusion and
08:30 

08:30 very light transport distance to kind of
08:32 

08:32 have this kind of melting look below it.
08:34 

08:34 And I add that on top of this terrain
08:36 

08:36 with the screen function. And then I run
08:39 

08:39 it into a light X node to showcase to
08:42 

08:42 you guys. Mind you, this is a very
08:44 

08:44 stylized look. It's not super accurate
08:47 

08:47 to an actual Icelandic terrain. I just
08:50 

08:50 like the colors and I thought it's a
08:52 

08:52 cool way of showing off this crazy rock
08:54 

08:54 detail. There's all kinds of cool ways
08:56 

08:56 of using this and getting a bunch of
08:58 

08:58 detail out of it and putting it on your
08:60 

08:60 terrain. So, I hope this video helped
09:02 

09:02 you guys a lot, and I'm looking forward
09:03 

09:03 to what you guys think about this set of
09:06 

09:06 nodes that maybe not everybody knows
09:08 

09:08 about, but now you do.