00:01 I'm really excited to show you our new
00:03 

00:03 variables feature so you will notice
00:06 

00:06 that unlike a standard Gaia interface
00:08 

00:08 where we have all the properties for any
00:10 

00:10 node here we have some additional
00:12 

00:12 properties here now these are variables
00:16 

00:16 and so you basically Define a variable
00:18 

00:18 and bind it to one or more properties
00:20 

00:20 and then you can control the world from
00:22 

00:22 that central location so let me just
00:24 

00:24 give you an idea so we have this um
00:27 

00:27 simple but um you know nice little
00:29 

00:29 terrain here and I just want to uh you
00:32 

00:32 know modify it a little bit so if I want
00:34 

00:34 to increase the
00:36 

00:36 erosion uh it does that uh if I want to
00:39 

00:39 reduce the Sandstone aspect of
00:42 

00:42 it it does that uh if I want to reduce
00:45 

00:45 the
00:46 

00:46 bulk or increase
00:50 

00:50 it or let's say I want to mess with like
00:52 

00:52 the the bias of the color distribution
00:57 

00:57 so uh I can get that done all right here
01:00 

01:00 here I can even just go and change the
01:02 

01:02 uh the shape from say we had slump so
01:05 

01:05 I'm going to go to a single
01:08 

01:08 mountain and there we have it so what's
01:12 

01:12 happening here is pretty simple we have
01:14 

01:14 this whole node graph first of all I
01:16 

01:16 created a mountain slump Ridge and
01:19 

01:19 Radial gradient they're all being uh
01:23 

01:23 pumped into this single route node and
01:27 

01:27 the route node you'll see here instead
01:28 

01:28 of a typical uh drop down or slider we
01:32 

01:32 have this box which is a basically a
01:35 

01:35 bound uh variable so if I open this menu
01:39 

01:39 here you'll see this has been bound to
01:41 

01:41 basic shape And so there's basic shape
01:45 

01:45 if I change this it changes the route
01:48 

01:48 which changes which node is being
01:50 

01:50 sampled and then it goes to uh an adjust
01:54 

01:54 Noe where the bulk uh variable is bound
01:59 

01:59 to the
02:01 

02:01 shaper and then erosion and so on in
02:04 

02:04 fact in Sandstone we're doing two
02:06 

02:06 different things so first you'll see uh
02:08 

02:08 we're using that for spacing so that
02:11 

02:11 defines the space between um different
02:13 

02:13 strata but then I also wanted the same
02:16 

02:16 um variable to work with the chaos so I
02:20 

02:20 bound it here but while this is bound to
02:24 

02:24 Sandstone just like this one up here
02:26 

02:26 you'll see the value shown here is
02:28 

02:28 different that's because I an expression
02:31 

02:31 so X which represents whatever incoming
02:34 

02:34 value it is is being multiplied by 0.6
02:38 

02:38 so we're losing 40% of whatever is
02:40 

02:40 coming in so this way you get to have
02:44 

02:44 the same value uh just just be computed
02:49 

02:49 slightly differently now you could even
02:52 

02:52 have this be more complex and just
02:55 

02:55 go Um let's say this times
03:03 

03:03 bulk and now it'll sample both it'll
03:06 

03:06 take a value from bulk and from uh
03:10 

03:10 Sandstone itself and then we have sat
03:13 

03:13 Maps so here the bias has been bound and
03:16 

03:16 then uh finally have color Orion we're
03:18 

03:18 not doing anything there I added
03:20 

03:20 weathering a little bit we haven't done
03:22 

03:22 anything there yet but let's say um I
03:26 

03:26 want to uh you know give the option for
03:28 

03:28 making this darker or not and so all I
03:32 

03:32 have to do is I just go here and bind
03:34 

03:34 this to a new
03:36 

03:36 variable and you'll see just create a
03:38 

03:38 darker um I'll want go here and switch
03:42 

03:42 to edit mode you'll see darker is up
03:44 

03:44 here and I would actually want it down
03:46 

03:46 here uh in colors so I can just move
03:50 

03:50 that uh I've created these extra
03:54 

03:54 decorations so you can create all these
03:56 

03:56 different kinds of variables you can
03:58 

03:58 also create your decorations such as
04:00 

04:00 grouping separators and so on uh and so
04:04 

04:04 I was able to create these groups for
04:06 

04:06 myself so I know what these different
04:09 

04:09 things mean for me for my world and how
04:11 

04:11 I want to use them uh at the same time I
04:13 

04:13 can switch to group by node and then it
04:16 

04:16 just groups everything by the nodes that
04:18 

04:18 they're bound to if something's bound to
04:20 

04:20 multiple ones you get them down here in
04:22 

04:22 others so now we have darker available
04:24 

04:24 for weathering we can turn this on and
04:28 

04:28 off and let's say I don't want to call
04:30 

04:30 it darken I'm going to go here and
04:32 

04:32 change this from darker to um just
04:37 

04:37 weathering and so here that's how it's
04:40 

04:40 available and so this is a great way to
04:42 

04:42 automate things uh to build up like
04:45 

04:45 precise systems and uh the other cool
04:48 

04:48 part of this is that uh all of this you
04:52 

04:52 can uh you know you can use this from
04:56 

04:56 the command line as well so when you're
04:59 

04:59 integrating this into any tight
05:00 

05:00 workflows or um you know custom
05:03 

05:03 pipelines uh this can be a fantastic
05:05 

05:05 tool we're going to have a lot more
05:07 

05:07 stuff about this coming out soon um this
05:09 

05:09 was just a quick little preview of our
05:12 

05:12 work in progress build and um I hope you
05:15 

05:15 guys are as excited about this as I am