hi there welcome to part two of this tutorial series uh today we'll be taking the general lamb mass that we created in part one and uh creating this you can see we've got the the rivers added Lakes nice erosion and uh obviously the kind of colored and textures uh done um this is quite a complicated workflow so so in order to just help me and not get lost making this tutorial I've kind of made this ahead of time but don't worry I'm going to go through every single node and explain uh the adjustments that you need to make um drop me a comment if uh you get lost anywhere and I'm happy to reach out and help so going back to where we left off um I did make slightest modification um I just kind of clamped this adjust node down slightly just to kind of uh reduce the size of the cliffs um around the edges just made it a little less dramatic than where we left off um but overall I'm I'm pretty happy with this as a starting point so the first node in the process is fractal teres and just as a reminder as for each of these nodes you just need to drag from the out at the previous step and then just type the name uh alternatively you could kind of look through the menus here to find and explore um so fractal Terrace is this is I'd say an optional step um see what works for your map but uh it's you can see the difference here um it just sort of creates these these layers in the Rock um and I think this uh gives a gives a nice look and gives the erosion step um some something a bit more interesting to to work with rather than just the the plane slopes um play around with the the spacing I've got it at 08 right now um but uh you can see that it uh can have quite a bit of an effect on the overall terrain so you know just make sure that uh it's not having any kind of unintended consequences like um just completely destroying a bit of your Coast or something like that um so I'm going to keep the the fractal Terraces in and then next we're going to use an erosion 2 node so the erosion 2 node is a updated algorithm for guia 2 um it's much faster um and allows you to have uh a good bit amount of control over how much the erosion changes the shape that you use as the input so some uh key settings that you'll want to play around with is are the duration the erosion scale and the the shape so if I just change this erosion scale for a bit now and make this quite large this is essentially kind of replicating if we were working on a a much smaller um scale and therefore the the erosion is then much more dramatic um it's really taking a lot away from um your for input geometry um so we definitely want to go with kind of smaller numbers if we're working on um you know something that's Meant To Be A large size um and it's this point I remember I'm still in 4k so I'm just going to drop this uh resolution we'll go for 2K um we'll lose some of the details it's it's it is good to go back and check in 4k um especially the erosion step um before you move on but uh I'll drop it down to 2K for now um so yeah erosion scale that makes uh a fair bit of difference um also the shape so if we change this to a large value uh this is basically telling uh guia to that it can have quite a lot of freedom with how it's eroding the shape you can see the around the edges where we had those those Cliffs they're now um um you know not so steep um but you lose quite a bit of the detail that you had in that input map that we generated uh from from one draft or if you've used photoshop with your 2D map so for this kind of workflow um we don't want to give guy that freedom so I'm just going to turn the the shape back down so we can keep it closer to to what we had before um so erosion does uh two things um two main things in my mind one it's the kind of the the down cutting so you know removing Mass from sloped areas as the water um moves over the surface U but then it also transports that um uh sediment and then starts to kind of fill the kind of lower areas where the water is being washed to um so I've left this as um the default values but uh feel free to play around with these um to kind of change how the sedimentation happens uh but for this I'm I'm pretty happy with this um this erosion for now the next step is uh the the rivers node so again drag out type rivers and uh yeah this is just going to simulate uh where the rivers would form given this uh terrain um you can play around with the the amount of water how deep the rivers will go and how much they they cut down into the land um by default this River Valley width is set to zero um but one thing that this does uh is kind of you can sort of see it here you can see it's kind of like bulking out I presumably where some you know sediment is being transported um I think that's cool feature for other Maps but again at the scale that we're working at um this then makes it a bit more difficult to define the uh the coast and um you know you this sort of areas now it's a bit more elevated won't be filling up with with water so I turn that right down to umus 4 just wait for that to update here we go um yeah and as you can you know there's a nice example here you know it's not just simulating the water running across the surface it is actually impacting the surface itself so it's cutting uh you know over the large time scales that this is simulating It's kind of cutting down into the the the rock of the surface and and and updating the terrain which is pretty cool and also useful for when it comes to 3D printing uh you can then also see these these Rivers forming okay you can see here we've got lots of things coming out of the river node um don't worry about that for now I'm going to just go to go through the things that are affecting the the 3D of the terrain for now so the next step is the lake step step um I've used a lake step Lake node to to to include the ocean as well like I've not added a sea node here um the the lake is is doing a good enough job um the nice thing about the the lake is that it's obviously forming these Inland Lakes as well where there's kind of uh areas of water where it's pulled you can see here that we can no longer see uh the the kind of Rivers being rendered don't worry we'll get all those back later um interestingly if you do the lake node before the rivers node you end up with an awful lot more Lakes um I guess obviously without the rivers there's nowhere for the water to go and so they they really pull everywhere um so yeah it's uh it's interesting it's it's interesting how you need to kind of get the the right workflow that this workflow makes sense to me to have the real Rivers first um but uh yeah interested to hear if anyone thinks otherwise um the important thing about the the Lakes is you know rather than when we had the sea node we could just Define what the sea level was we don't have that now we have a precipitation slider um I think the the key thing here is to just increase and decrease this um so until you get the the desired effect um so typically what you want to see is um you know areas of water that you want to see filled um you want to you know make sure they're filled uh so for example this little bit here um it's perhaps not what we want so I can turn this up a little bit um and there we go we can see now now that that's nicely filled in and uh we still have a sort of reasonable number of lakes here and you know eventually if if you go up too high the the water then just spills over and your mountains become Islands um which may be cool but again not what we're going for here the next and final step as part of the 3D workflow is the addition of the trees node um so by default uh the coun is very low um for this kind of amount of land uh I put it all the way to the top and also the trees are very large so I put it down as small as uh I can take them um so they they're still probably a bit too large to be realistic but you know everything is a bit overemphasized on this terrain it just makes it a bit more visually appealing Now by default um if I remove this connection here what you'll see is the trees are growing everywhere um and that's because the right now it has no idea of knowing what's land and what's water so we don't want the trees to be uh obviously growing in the sea on the lakes or in the rivers and so to do that we need to use this inhibition Port here um so the next step is to drag from the depth output of the lakes to the depth output of the rivers this gives us um something where you really can't see that much um so we need to use a effects node so an adjust node drag out type FX and then we want to um turn on drop auto level equalize and strong um and then this is now creating our inhibition mask so anywhere that it's white we're going to inhibit the growth of the trees and then when I uh add that back into the trees you can see now that we've got um you know the the growth of the trees is restricted to um to the land and we can change uh you know by default uh the trees are growing um you know on slopes that you deem too sleep too steep we can adjust the the slope perhaps you want to change uh the the kind of Maximum Altitude that you find the trees um I find turning on aggressive mode in the growth uh gives of more interesting results um and yeah just play around with the patches and Chaos um um until you get a result that you like so if your intention is to just create a 3D principal version of your map then at this stage uh you're done we can you know in terms of guia anyway we're now ready to export uh the hyp map into blender so this is everything we're going to be doing with the the 3D side of things um so you would export right click Mark for export um and then go into project and build but we're not going to do that right now we're going to uh take a look at the uh the the texturing and this this bit does look complicated uh but we will go through this step by step together so I'm going to start off with texturing the the land um so to do this I'm going to go back to the rivers node because this is kind of the I guess the the most advanced node that is representing just the the overall shape of the land so the first step is to drag out from the river snowe and create a texture base node so if I click on this you can see what this is doing is um you know looking at all the different shape variations the slope um having an idea of you know perhaps where soil accumulates uh where where we have like the more Rocky regions and this kind of just helps provide some information um for for the textures I've also by dragging out from Rivers created a slope node so this is what we're going to use as a mark ask to differentiate between the Steep Rocky parts and then the flat um parts that I want a kind of more like grassy look um this has a bit more of a subtle effect um but we can also drag out and create a flow node and you can see here this is where see all the the rain water would track and collect um and this can be used ful for just adding in another color uh on top of your grass node perhaps to kind of represent um you know perhaps some more like soil or something like that that's being uh kind of washed down by the rain um I have clicked auto level for the flow node uh just without it it's just a little bit too subtle um and and we want it to be a bit stronger so starting off with the text base so I've used two satellite maps or satellite maps or saturation Maps I've heard both uh I feel like this is a a gif GIF kind of situation uh but yeah should ask the makers of guia what the right answer is um so this essentially takes that texture input and allows you to select um uh a color palette to apply to it so I've picked color 323 here I wanted something quite dark for my my rocks um it's often quite good to look at reference photos for perhaps the the type of biome you're trying to create maybe you're creating kind of like a desert landscape or something like that and and a different set of colors would make more sense for you but um but yeah and these these are kind of grouped together um by you know rock andand green blue and then color for some more interesting Landscapes um kind of perhaps you've got like lava fields or something like that um but for now I'm going to just stick with 323 this is a real kind of you know as with any creative process you you sort of need to just look around and explore and experiment and see see what works for you um for the kind of you know less slopey Rocky areas I want to have a a kind of a green map um so I've gone for something fairly vibrant here um one thing that's worth noce noting is when you see kind of smooth gradients like this one um you kind of end up with like much less of that detail being shown through if you see something here where there's you know lots of discrete lines uh you can see then you you really get the the sort of texture differences coming through um I think this one provides like a nice balance between the two so 252 in the green section so we've got our two types of color the next is to combine them so we drag out from uh the top node into the bottom node this will generate a combined node uh we need to set this to uh blend and then the ratio up to one I'll just remove this at first so so by changing the ratio up to one it just shows you all of one uh and you can go to the one it I'll just show you all of the other one um but what we're going to do is add a mask from the this uh slope uh so we're going to say you know we want to see the green texture more where there's there's uh the White and the darker texture more where there's the black um you may need to uh you know sometimes you'll see that the colors are the wrong way around uh just go back to your mask and click the invert let's have a quick look see so yeah for this example if you see this uh don't worry you just need to go back to the mask and click the invert button okay so this has given us kind of a nice starting point differentiating the sort of the the rocky slopes from the flatter areas um I now want to kind of combine uh another texture from this this flow map um so in this case I've actually just dragged Direct ly from the flow map into another sat map and here uh I went into the sand section and pick this one quite like a a brown color you can sort of see where the the brown is um collating in these lower areas that are being affected by by the flow and again it's just to combine these drag out from the previous step into this and uh we get this um again taking the output from the flow map to use as the mask this one's quite a subtle effect you could just see um as I go back and forth between the two of them it really just kind of um darkens some of these areas um but I I I do find when you you add up all of these effects then um it really can make quite a difference to the the visuals um if it's too subtle for you uh perhaps what we need to do is turn on the the shaper node again and we can just move this so that the kind of white areas are a bit brighter and then um as we go back to to this section you can now see these kind of flow trails um a bit more pronounced now um yeah I think that looks pretty cool okay so we have done the kind of main land uh the next thing that I want to look at is the kind of coastal area so around uh the coast of the whole island and then where we have the Lakes just kind of like the Lake Edge um I want to have something kind of a little bit Sandy um so for this I've just dragged out of the the shore and then created a a SAT map I've gone into sand I've just picked this one 313 it's uh it's not too saturated it's perhaps a little bit gray but um yeah I think this this this would look quite nice for s of the um around the the coast um so it's the same the same workflow we want to drag out from the sap map into the step before and remembering always blend set the ratio to one and here we need to create another mask so in this case uh I've just dragged out from Shore to another adjust node and um here I've just Auto leveled and inverted it so that the the land is is is white um and when we combine the the two we get something that looks like this so you can sort of see that uh this is obviously filling in the the the water as well for now uh but don't worry we're going to get to that in the next step um but before we add the water in uh this is another new node with for guia 2 that I I really like is this color erosion node so again this is now kind of uh simulating you know after long time periods millions of years of uh rainfall on a Terrain um kind of simulating how this would transport the color slightly uh perhaps this does sort of some similar effects to what we did with the flow map but uh uh this looks quite cool um change these settings as you like I've just left them with the default now uh again it's quite a a sort of subtle um effect with the settings that I've used so we can see before and after um you know you might find that this is actually uh removed some of the details you like so perhaps my my flow details have sort of been removed but also you know there's kind of like quite a harsh edge here uh that's been kind of like smoothed out you can see the the color kind of leaks into the uh the ocean a bit but that's that's fine we're going to cover that up in a second so now that we've got the the kind of the the land taken care of um I'm just going to take a look at the the the sea now uh obviously we're going to be looking at um the well yeah the the rivers and the Sea at the same time here um now in order to give it it's absolutely fine if uh you know you want to skip this step and um just have a single blue color for your SE um but I think it's a bit of a shame to kind of miss out on the nice color variations that you can get from uh the different depths of the ocean around your land mass and if we had say um you know used the output from Wonder draft directly and just added the the water level uh and not done any erosion on it to change the mask to change the land mass um we could have taken that depth information from the sea and to use that to affect the color um but we've taken a slightly different workflow we've lost that information but we're going to try and bring it back here so zooming out um what I've done is taken uh just the original file input and dragged it across and combined it with a ridge node now the reason for combining it with the the ridge node is we still have quite a lot of sort of flat areas and I and I just want to create something a bit more interesting under under the sea um so here I'm actually going to blend blend the two so the nice thing about this is this original uh file input that we then um you know added SE to kind of cut some of the lower areas out of view um this kind of provides a nice bit of elevation around the land mass um and this can basically represent the shallower waters and by blending it with a ridge node this kind of creates this sort of look of a a seabed around the the the rest of the sea so this just needs to be fed into a a SAT map it's obviously displaying the geometry of um the sort of Upstream nodes at the moment if you do want to check out your um actual geometry at any point just go to the tree and click users underlay and then when we go back here you can see now we're we're kind of showing this on um on our uh final output geometry U but you can see here the kind of color variations around the coast sort of indicating these these lower um depth areas and then um The Ridge node creating kind of Interest where it was previously entirely flat um I guess one important thing to note as well so yeah in terms of the the color that I've used um I've gone for 53 in the blue section um you really I guess it kind of makes sense to have it so that the darker Blues represent the deeper areas um if if you find something you like and it's the the wrong way around um then you can always just hit this reverse button um but yeah I quite like how this this looks um the other source of water comes from the rivers so in order to bring uh the rivers in to play as well I've just taken the depth out of the rivers node I've adjusted it so with an adjust node I've just turned auto level on uh by default the the values because obviously the depth isn't that much at any point on the the rivers relative to uh the sort of zero to one scale that guia uses U we can use the uh auto level n to just make these more apparent um we can feed this directly into a SA map and again um just pick something that um gives you the the right kind of blue generally um you know obviously we don't need to worry that all of this terrain is blue because we're going to mask it off and so yeah so the next step is to then start combining our water color information with our ground information so we'll do the rivers first because we don't want to see the rivers uh in in the sea um so we just need to drag um from the out of this color erosion node to the out of the sa map to create a combine mode combine node again set the ratio to one and set it to blend and then we going to need to create a mask uh so drag from this adjust node into a second adjust node and this second adjust node we're just going to make a slight change uh by increasing the the shaper slightly this is just to make some of the the rivers a bit brighter um if you click the combine node and set lock preview we can then make adjustments here um and this is really just to uh show increase or decrease the effect that that kind of river overlay is having um if we make this quite extreme you can see that they're really very obvious and and maybe this is something that you want but my feeling is um yeah having something just uh Tad more subtle uh looks looks a bit nicer okay I'm just going to unlock that preview so now we've got the the the blue of the rivers running over the land I want to introduce the uh the lakes or the sea um so I'm going to do this in two separate steps actually we're going to do it once for just the sea and then we're going to add the Lakes uh separately um same same workflow so we would drag from our latest node which was the one with the rivers into the um output of the SAT map we created for the SE um and this time I'm just going to use the the height to mask off where where the sea is um so we can drag out from the rivers create a height Mark mask and again um we've got this now nicely separated off between the land and the the water and then once we have this set to blend and ratio of one we now have our um our nice sea with this color variation and then our our beaches sort of around the the coastline um moving slightly it's difficult to keep this nicely organized I think that's the skill in itself that I perhaps lack um but to add now the the color for the Lakes similar process we're going to drag out from the depth into uh an effects node and then into a sap map again we can use this um I think I've actually left this as default settings but we can use this to um again shape uh the color variations um you can see here this is actually fairly flat I think this is um pretty reasonable it sort of shows are kind of like where we've got more depth in the lakes and the more shallow ones um and but then the the next step is of course as before combining so dragging uh I think this time we're going out from here into the SAT map for the Lakes you know the drill now blend ratio of one and then for the mask uh you may notice a bit of a jump cut at this point cuz I realized my mask was incorrect and I've had to update it um it's a little bit more complicated now um but it's okay we can walk work through it um so we go out from the the depth to create this kind of Lake mask so this is with a drag out another adjust node and switch on auto level equalize and strong but you can see that this also includes um all of the C as well and we don't really want to be kind of overwriting the work that we did creating that nice ocean earlier so in order to do that we need an additional uh height mask to combine with it so this height mask I'm going to take from the uh output of the river node um because the output of the lake node would include the surface of the water and we want to kind of remove that so by dragging out from the rivers we can uh have this height mask and uh here obviously now we can see we just have the the land selected in white and then we just drag out from the height mask into our Lake mask to to create uh a new mask we do this by multiplying the two masks together so the the black values have a value of zero and multiplying all the way up to a ratio of one then gives us something that is um actually just selecting the the lakes that are on the land and then we can drag this into the mask Port um to give us uh these these lakes that have been correctly selected Okay so we've got the land we've got the water uh the next step is to do the trees and then we're almost there so from the trees we want to take the uh this there may be a better workflow than this but this seems to be what works for me drag out from the the trees output into to another texture base and then from here into a SAT map and of course we want something green gone for 97 in the the green section is something quite quite vibrant obviously all this looks a lot but it's fine cuz we're going to be overlaying it in a second um for the mask we take the trees output and again we want to turn on alter level equalize strong and invert um dragging out from the tree sa map into our latest kind of combined uh texture then from our mask into the combined node set a blend ratio of one and then we have our final textured landscape um one additional uh thing that I like to do at this step um so first of all we're going to mark this for export so right click and then Mark for export and another thing that I quite like to do when we're in blender and I'll show this in the the next video is to make the the water reflective um so a convenient way of doing that is to go back here to our water mask uh which we used before to inhibit the uh the tree growth and I'll use this as a texture to uh influence the the roughness of the um of the principal Shader and blender uh making it so that we've got nice reflective water uh but still with rough land so again on this this water mask this this effects node right click click Mark for export and I do recommend actually right clicking and renaming this obviously by default this just says ajust rename it to water mask so that the final file output uh will have the the same name so the three things that we want to have marked for export is say the water mask the trees is because as this has our kind of final 3D terrain um output and then this combin node which I will rename to texture um and yeah now we're we're ready to uh run run the export um I'll just kind of update this to 4K um I'll let this load I'll be back in a second okay now that's uh done updating to 4K we can now really appreciate the uh this this beautiful uh landscape I do believe in the uh free edition of Gaia you can visualize your output in 4k uh you just can't export 4K unfortunately you're limited to to 1K um but yeah I think this is looking pretty nice and is ready to go into blender um I do I really like this approach for uh starting uh to build your kind of Homebrew World um you know starting with the terrain and the land mass and then thinking afterwards you know what what the civilization would be doing here what the the plot hooks at that the terrain provides do we have a I don't know a Smuggler Cove down here and you know what kind of encounter could you have Crossing this tiny little rocky precipice into this island and what mystery would be would be there um I think it it it it makes sense to start with the land first um and then add the the civilization and the stories after because the land was there first um so I will uh give these a render um I guess let's cover actually the the build settings um so you want to um select the resolution that's available to you um so in the free edition it will be limited to uh 1K um and uh in the premium versions you can have very high resolutions um 4K gives a nice uh nice enough output for a single tile we can also do tiled builds so let's say I do 16k I'm going to make each individual tile of 4K okay so now this level of detail we're seeing for this entire Square would be applied to each of the four squares um and this is kind of my preferred approach for 3D printing at a larger scale um I have a resin printer so can't really get much uh can't get a large size but um but uh yeah you can you can then print much larger scales next thing uh look at is the the node section um you can change the uh file output here so it might make more sense for the the texture to render it as a as a PNG file um but I would leave these as uh exrs um yeah and when you're happy you just hit build and uh we'll be ready to go into blender so I hope I will have that tutorial prepared soon uh there will'll cover uh creating nice uh nice renders and then also uh the workflow for turning this into a 3D principle STL file um hit like if this has been useful and uh yeah subscribe for updates and future videos