00:02 hey guys so as we are getting very close
00:05 

00:05 to the final release for Gaia 2 I
00:07 

00:07 figured hey let's look at some of the
00:10 

00:10 cool things that we added and some of my
00:13 

00:13 favorite new features that I like to
00:14 

00:14 work with so I'm want to start a new
00:17 

00:17 project and um if you're not familiar
00:20 

00:20 with Gaia it's a node based procedural
00:22 

00:22 terrain design tool but with a very
00:25 

00:25 heavy focus on being artist friendly um
00:28 

00:28 it's been used in a bunch of games and
00:31 

00:31 films and things you'll know like the
00:34 

00:34 Star Wars franchise do gun Allen wake
00:37 

00:37 and so on so um now this is a primitive
00:43 

00:43 so this is a simple Mountain primitive
00:46 

00:46 and if you used Gaia one you'll notice
00:48 

00:48 it's a bit different than what it used
00:50 

00:50 to be and this is because it has erosion
00:53 

00:53 built in so if you just want a quick
00:56 

00:56 Mountain this is a great way to get it
00:59 

00:59 now if you want something different like
01:01 

01:01 let's say one of those cool Alpine
01:02 

01:02 mountains with those sharp flowing
01:05 

01:05 curves then you just switch the style to
01:07 

01:07 Alpine and you get a mountain like that
01:10 

01:10 and um you get the erosion and
01:12 

01:12 everything in it for free so there's no
01:14 

01:14 extra uh rendering time or processing
01:17 

01:17 time you can change the bulk make it
01:20 

01:20 however you like and you can even have
01:23 

01:23 it be stratified um this is one of my
01:26 

01:26 personal favorites because this is how
01:28 

01:28 certain mountains tend to be uh high up
01:31 

01:31 let me try a few different seeds just to
01:34 

01:34 show you like so you get that tilted
01:36 

01:36 strata it's like you this is what
01:38 

01:38 happens in real life with a mountain
01:40 

01:40 undergoing
01:42 

01:42 uplift uh so yeah like this I'm going to
01:46 

01:46 go back to the eroded style the normal
01:49 

01:49 one uh and I'm going to make it a bit
01:53 

01:53 taller so this is cool but the erosion
01:56 

01:56 is lightweight I need more so I'm just
01:59 

01:59 going to drag out line and there's
02:01 

02:01 erosion 2 so gu likes to learn um no AI
02:06 

02:06 nothing creepy like that no it's just a
02:08 

02:08 simple um built-in thing so it keeps
02:11 

02:11 track of what kind of nodes you use and
02:13 

02:13 then it suggests uh what it things you
02:17 

02:17 might want to use um or you can just
02:19 

02:19 type whatever you need so I've added our
02:21 

02:21 new erosion 2o and so this is now uh
02:25 

02:25 running both on the CPU and GPU can give
02:28 

02:28 you like pretty fast performance
02:31 

02:31 uh but anyways uh the main thing here is
02:34 

02:34 that this is by far the most advanced
02:37 

02:37 erosion that's been seen in CG and so
02:41 

02:41 let me show you um like uh I'm going to
02:45 

02:45 increase course sediments so we get lots
02:47 

02:47 of deposition going and I'm going to
02:50 

02:50 increase the duration time frame you can
02:53 

02:53 see it's responding pretty much in real
02:55 

02:55 time uh no matter how high I go on the
02:58 

02:58 duration so this is looking cool I like
02:60 

03:00 this mountain um I think I would like a
03:03 

03:03 little less detail so I don't want all
03:06 

03:06 those sharp bits there there that's
03:09 

03:09 looking
03:11 

03:11 cool uh and then now I want to add some
03:15 

03:15 um Rocky outcrops to this so I'm going
03:17 

03:17 to drag this out I'm going to type in
03:23 

03:23 outcrops and that's really cool but way
03:26 

03:26 too much so what I'm going to do is I'm
03:29 

03:29 going to reduce the size a little bit
03:31 

03:31 and I'm going to reduce the height a
03:33 

03:33 little bit but I will increase the
03:36 

03:36 density so I get more of these and then
03:39 

03:39 down here in the modifiers panel which
03:41 

03:41 is the successor to the postprocess
03:43 

03:43 stack from Gaia one I'm going to add
03:46 

03:46 mask by height and so this lets me
03:49 

03:49 control where I want this effect to show
03:51 

03:51 up
03:52 

03:52 so uh if I move it down
03:57 

03:57 here it can be like just restrict to
04:00 

04:00 this area I'm going to increase the fall
04:02 

04:02 off a little bit and the Distortion
04:04 

04:04 because I don't want it to be too
04:06 

04:06 even and let me reduce this even more
04:10 

04:10 since we have a nice fall
04:12 

04:12 off it's like this and then I'm going to
04:15 

04:15 add another erosion on top of this so
04:18 

04:18 kind of like starts melding everything
04:20 

04:20 together uh more core
04:23 

04:23 sediments and more
04:27 

04:27 duration so now I have like this nice
04:29 

04:29 Mountain coming out of this rocky
04:32 

04:32 area um couple of other cool new things
04:35 

04:35 that we've added
04:37 

04:37 so you know previously it would be like
04:41 

04:41 a fair bit of work to get like textures
04:43 

04:43 right for this but now like I'm not even
04:46 

04:46 going to add a texture note I'm just
04:48 

04:48 going to add a SAT map
04:50 

04:50 straight and let's pick something okay
04:53 

04:53 there random whatever and then I'll just
04:56 

04:56 add a color erosion
04:58 

04:58 node and color erosion works just like
05:03 

05:03 erosion it uses the same kind of physics
05:06 

05:06 but it flows the colors like they were
05:09 

05:09 minerals so you can already see this is
05:12 

05:12 becoming this I'm going to mess a little
05:14 

05:14 bit with the set settings to uh increase
05:18 

05:18 certain aspects of it you can see it in
05:21 

05:21 action so this gives you um color maps
05:26 

05:26 that are way more believable than ever
05:28 

05:28 before because this is what happened in
05:30 

05:30 real life with um sedimentary flows and
05:33 

05:33 so as uh rain falls uh you know uh
05:38 

05:38 different kinds of materials with
05:40 

05:40 different colors whatever they get
05:42 

05:42 dragged along with it down slope and
05:45 

05:45 then this is how we get um uh uh colored
05:49 

05:49 slopes and um flow systems so that looks
05:53 

05:53 pretty cool and I can just go back and
05:56 

05:56 switch it to anything else I can see it
05:59 

05:59 being maintained DED uh it's pretty
06:02 

06:02 fast uh so I think I like the first one
06:08 

06:08 better this one that's cool however I
06:11 

06:11 wish I had like a little different
06:13 

06:13 coloration down at the bottom and so
06:15 

06:15 previously this is what I've done I've
06:18 

06:18 gone okay let's make another set map and
06:22 

06:22 let's find something for that oh that
06:24 

06:24 looks cool now I'm going to make a
06:26 

06:26 height
06:28 

06:28 node and I'm going create oops I'm going
06:31 

06:31 to create uh a combine node
06:35 

06:35 and and get this and then put this in
06:38 

06:38 the mask
06:40 

06:40 and okay that kind of works now I have
06:43 

06:43 to go change this so that uh I can set
06:47 

06:47 the
06:48 

06:48 mask God that's a lot of work and plus I
06:50 

06:50 have to go back and forth to see what
06:51 

06:51 I'm doing so let's not do any of that
06:55 

06:55 delete this I'm going to have this I'm
06:57 

06:57 going to make one more
07:01 

07:01 that's cool I'm going to select all
07:02 

07:02 three I'm going to hit contrl f8 and
07:06 

07:06 voila the new mixer node so well you can
07:10 

07:10 also drag into it but I wanted to be
07:12 

07:12 fancy and be able to say voila so I
07:14 

07:14 press contrl
07:15 

07:15 f8 so uh here's what's happening the
07:19 

07:19 first s map is now the base it's the
07:22 

07:22 ground layer the second one and the uh
07:25 

07:25 third one they became additional layers
07:27 

07:27 on top so all I have to do is change the
07:32 

07:32 range just do that so you can now see
07:35 

07:35 this
07:36 

07:36 one is here and then the top one's here
07:41 

07:41 and I can add a little bit of
07:43 

07:43 fallof and again this is a bit do
07:46 

07:46 uniform for my day so I'm just going to
07:48 

07:48 expand this and add a bit of
07:50 

07:50 warping increase the size I'll do the
07:53 

07:53 same up
07:55 

07:55 here it's warped and a different size so
07:59 

07:59 there it makes it very
08:02 

08:02 uneven
08:03 

08:03 uh you know I think I want the darker
08:06 

08:06 color down here I don't want this
08:07 

08:07 turning into like snow so I'm just going
08:09 

08:09 to move this down here and I'm going to
08:13 

08:13 change the settings
08:16 

08:16 so there we go oh I like this we have
08:18 

08:18 the light rock up here then dark and
08:20 

08:20 then this multi stret up coloration up
08:24 

08:24 here so with this ready all I have to do
08:27 

08:27 is go create a new note so so here's a a
08:31 

08:31 fun and fast way of creating this select
08:34 

08:34 um the note I want hit Tab and type in
08:37 

08:37 the short code which is CX for this
08:39 

08:39 color erosion node and you have it like
08:42 

08:42 in fact you can do it with anything
08:43 

08:43 everything has a short Cod down here and
08:46 

08:46 so if you remember it you can just make
08:48 

08:48 whatever you want uh so let me show you
08:51 

08:51 so I can just right click and go M comma
08:55 

08:55 E2 comma D2 comma snow
09:00 

09:00 and that's just me typing something like
09:02 

09:02 just the beginning and then once it
09:04 

09:04 shows up in the list I can hit comma and
09:05 

09:05 it automatically selects it's pretty
09:07 

09:07 fast once you know the short codes it's
09:09 

09:09 so fast to create like complex graphs so
09:13 

09:13 okay I have this I hit enter it just
09:16 

09:16 created this entire graph for me so
09:18 

09:18 saves a lot of time um anyways uh we're
09:22 

09:22 forgetting our main thing let me go back
09:24 

09:24 to our color erosion and so with this
09:27 

09:27 I'm going to um again I'm going to
09:29 

09:29 increase the set density just a little
09:31 

09:31 bit so from afar we can see these cool
09:34 

09:34 Rivers increase the transport distance a
09:37 

09:37 little bit and maybe also the color hold
09:40 

09:40 a little bit so the rivers can maintain
09:43 

09:43 their color for much
09:45 

09:45 longer this is cool I think I still
09:48 

09:48 would like to adjust the uh edges of all
09:51 

09:51 this so all I have to do is I can just
09:54 

09:54 lock my preview to color erosion just
09:56 

09:56 press F then I can go back to mixer
10:00 

10:00 and then I can
10:02 

10:02 change uh this and be able to see what's
10:07 

10:07 happening
10:09 

10:09 so yeah
10:12 

10:12 that's more like this oops no not that
10:16 

10:16 much this bring this down
10:20 

10:20 further there you go and then we have
10:23 

10:23 our full color
10:26 

10:26 system uh so that is one of the cooler
10:29 

10:29 ways you you can actually get a Terrain
10:31 

10:31 going quickly and then you can just
10:33 

10:33 export all of it and use it wherever you
10:36 

10:36 like uh we also have lots of cool new
10:39 

10:39 shapes so let me um show you one of
10:42 

10:42 those I'm going to go here and create a
10:44 

10:44 mountain side so here again you can see
10:46 

10:46 I'm just using a short Cod Ms for
10:49 

10:49 mountain
10:50 

10:50 side um gave me this pretty basic pretty
10:54 

10:54 eroded whatever cool I'm going to add a
10:58 

10:58 stratify node to it so this is not like
11:01 

11:01 the stratify node from guia one this is
11:03 

11:03 way more advanced way more
11:05 

11:05 powerful and so it adds
11:09 

11:09 multifaceted um you know whether it's
11:11 

11:11 Sandstone like or Limestone like uh
11:14 

11:14 layering and you can change the
11:19 

11:19 spacing and it's you can see it retains
11:21 

11:21 its uh nice balance of uniformity versus
11:25 

11:25 non-uniformity uh we can also tilt the
11:28 

11:28 strata as much as we want we can change
11:30 

11:30 the direction a little bit oh that's
11:32 

11:32 cool I like that and so then I'm going
11:36 

11:36 to get the layers map and just hook it
11:39 

11:39 up to a SAT map and let's get good SAT
11:42 

11:42 map going somewhere going to find
11:43 

11:43 something a bit
11:46 

11:46 noisy
11:48 

11:48 uh oh that's cool so it's actually
11:51 

11:51 mapping it to the different
11:53 

11:53 layers and yeah that's cool uh but
11:58 

11:58 anyways I think I want to develop this
11:60 

11:60 more first of all I'm going to go to a
12:02 

12:02 higher resolution so we can um see more
12:05 

12:05 details there we go and then uh let me
12:10 

12:10 add a little bit of erosion on
12:14 

12:14 this that's the kind of down cutting I
12:16 

12:16 don't want here so I'm going to reduce
12:18 

12:18 that oh that's cool I'm going to
12:20 

12:20 increase bed load and course sediment so
12:22 

12:22 I get more flow down
12:25 

12:25 here and then on top of this I will add
12:29 

12:29 another
12:31 

12:31 stratify but this time I'm going to go
12:33 

12:33 and mask it by height and restrict it to
12:37 

12:37 a certain
12:39 

12:39 part
12:41 

12:41 so
12:42 

12:42 something um maybe a bit higher
12:46 

12:46 up so like this and again I can come
12:49 

12:49 back and move this whenever I want I
12:51 

12:51 think yeah a bit more fall off will work
12:54 

12:54 and I'm going to adjust the
12:56 

12:56 shape and this time because it's a
12:58 

12:58 different direction it's going against
12:60 

12:60 well not exactly against but it's a bit
13:03 

13:03 um you know offset to the previous one
13:06 

13:06 so that's cool
13:09 

13:09 uh change the spacing to make it more
13:15 

13:15 Canyon
13:17 

13:17 and let's see if I can change the
13:19 

13:19 direction of this a little bit as
13:23 

13:23 well because when you go perpendicular
13:25 

13:25 you also get some pretty cool shapes
13:28 

13:28 okay something like that that's cool
13:31 

13:31 now I'm going to add one more pass of
13:33 

13:33 erosion uh but this time I'm going to
13:35 

13:35 just reduce down cutting
13:38 

13:38 completely and I am going to go mask
13:41 

13:41 this by height
13:43 

13:43 again and have it be more for the bottom
13:47 

13:47 and because we already eroded it before
13:50 

13:50 then we added this on top you can see it
13:52 

13:52 just merges seamlessly we don't have to
13:54 

13:54 worry about this so with all these
13:56 

13:56 simulations we made sure that they tend
13:58 

13:58 to create shapes that
14:00 

14:00 as um coherent and
14:03 

14:03 um uh blend friendly as possible so okay
14:08 

14:08 we have this going on this is pretty
14:10 

14:10 cool I think I'm going to add one more
14:12 

14:12 layer to this uh which is sandstone so
14:15 

14:15 one of my favorite nodes uh
14:19 

14:19 it's very delicate when you think about
14:21 

14:21 it it creates look at that it created
14:24 

14:24 all that fine stratification and
14:26 

14:26 layering here uh I think I want to move
14:29 

14:29 the sunlight just a little bit so we can
14:33 

14:33 see okay that's a bit flat lighting but
14:35 

14:35 at least you can see what kind of shapes
14:37 

14:37 it's creating and if I go back you can
14:39 

14:39 see we had these and that's what we tend
14:41 

14:41 to get a lot with um CG terrains it's
14:45 

14:45 like everything can become quite Blobby
14:48 

14:48 if you're not careful and with erosion
14:50 

14:50 and other things as it's creating these
14:53 

14:53 it does what it's supposed to do which
14:55 

14:55 is smooth things out which is what
14:57 

14:57 erosion does but then you want some
14:59 

14:59 rocket structure and so nodes like
15:01 

15:01 Sandstone can help you do that so here
15:02 

15:02 you can see it's creating these sharp
15:05 

15:05 crevices and these adjacent
15:08 

15:08 cracks and just like um stratification
15:11 

15:11 you can also change the
15:13 

15:13 spacing um and the shaping so or that's
15:18 

15:18 the convexity just a little bit there
15:21 

15:21 smoother
15:23 

15:23 strata you know you want it to be where
15:25 

15:25 if you're up here and you fall you only
15:27 

15:27 get a few stitches not a lot of Stitch
15:31 

15:31 anyways so okay this is looking cool I
15:34 

15:34 think what I want to do is I want to
15:35 

15:35 make this way more complex so I'm going
15:37 

15:37 to change the number of passes so this
15:39 

15:39 will now undergo a slightly longer
15:41 

15:41 simulation but then it's also going to
15:43 

15:43 create way more detail so like
15:47 

15:47 this this is very very cool so we're
15:50 

15:50 going from here to here it's using
15:54 

15:54 everything that's there it helps build
15:55 

15:55 the foundation but now we have this so
15:59 

15:59 so let me do two things first I'm going
16:03 

16:03 to add another
16:05 

16:05 mask and
16:07 

16:07 let's restrict this to the
16:10 

16:10 top with a very distorted
16:14 

16:14 fallof don't have something smoother
16:16 

16:16 down here uh while um you'll see just a
16:21 

16:21 moment
16:22 

16:22 but again uh there something like this
16:26 

16:26 so it's a bit closer to this slope the
16:29 

16:29 reason is I want to add one final touch
16:31 

16:31 on this which is erosion
16:33 

16:33 Tobe there you go that's cool but let's
16:36 

16:36 do a couple of things first I'm going to
16:38 

16:38 increase the course sediments and I'm
16:40 

16:40 also increasing the bed load a little
16:43 

16:43 bit and then taking away down cutting
16:45 

16:45 let's just go completely so then we left
16:48 

16:48 at this and you go like hey you just
16:50 

16:50 ruin something completely fine no what
16:53 

16:53 we're going to do is we're going to go
16:55 

16:55 and turn on Min mode and now we get the
16:58 

16:58 best of both work
16:59 

16:59 we get this exposed strata and we get
17:02 

17:02 the smooth curves or sorry the smooth um
17:05 

17:05 slopes with sediments coming down and
17:07 

17:07 then if I increase the
17:10 

17:10 duration these parts flatten out I can
17:12 

17:12 get a little bit of both however I did
17:15 

17:15 love the shapes up here I'm going to
17:18 

17:18 lose them so let's go add mask by height
17:21 

17:21 again um okay just because I'm using
17:24 

17:24 that that's not like the only modifier
17:26 

17:26 they're like a bunch of other things
17:27 

17:27 here and so feel free to use them play
17:29 

17:29 with them they're like pretty
17:31 

17:31 helpful uh they function like basically
17:34 

17:34 micro nodes they are nodes that are
17:36 

17:36 inside your node so you don't have to
17:38 

17:38 create like lots of little adjustments
17:40 

17:40 or something and it does like doesn't
17:42 

17:42 clutter up your graph and then you can
17:44 

17:44 go in and change anything quickly and
17:46 

17:46 because they're a
17:47 

17:47 modifier um they will work very quickly
17:50 

17:50 instead of normal masking where often if
17:52 

17:52 you change the mask or the shape of the
17:54 

17:54 Mask then the entire node has to
17:57 

17:57 reprocess now here it just does it very
17:59 

17:59 quickly um on its own anyways okay let's
18:03 

18:03 I'm G to have like less fall off on this
18:05 

18:05 one because I want a sharp uh break and
18:09 

18:09 so let's go um trying to go this this
18:14 

18:14 much yeah so then we're getting some
18:17 

18:17 stuff down
18:19 

18:19 here
18:20 

18:20 um I might increase the
18:23 

18:23 duration maybe I'll decrease the
18:25 

18:25 duration because I do want some of that
18:28 

18:28 um
18:30 

18:30 get more bed
18:32 

18:32 load ah maybe just higher erosion
18:36 

18:36 scale okay we get some which means I
18:40 

18:40 should go and increase the height a
18:43 

18:43 little
18:44 

18:44 bit there we go I can always do a second
18:48 

18:48 pass why
18:50 

18:50 not this time I'll
18:53 

18:53 go very high with the bed load and
18:59 

18:59 less
19:00 

19:00 sharpness less detail and again mid
19:05 

19:05 mode uh mass by
19:09 

19:09 height bring it
19:14 

19:14 down uh little bit to the heat here
19:17 

19:17 anyways okay so this is now looking
19:21 

19:21 cool um let's see I think this deserves
19:25 

19:25 a bit of color so what I'm going to do
19:28 

19:28 is I'm going to take take uh well first
19:30 

19:30 I'm going to create a texture based node
19:34 

19:34 so that's going to be like uh a
19:37 

19:37 foundation uh give it like a little bit
19:39 

19:39 of flow and then I'm also going to get
19:43 

19:43 um I'm going to drag this out to the out
19:46 

19:46 for layers in the Sandstone so we get
19:50 

19:50 both
19:52 

19:52 um yeah a little bit of both cuz I do
19:54 

19:54 like the layering there and that's going
19:56 

19:56 to help us uh differentiate certain
19:58 

19:58 parts of the
19:60 

19:60 terrain and then let's create a s
20:04 

20:04 map um I think something Rocky deserty
20:08 

20:08 would be good hey there's that map again
20:11 

20:11 well this served us well the first time
20:13 

20:13 I'll stick to it I do like how it's dark
20:16 

20:16 at the top a little bright in the middle
20:18 

20:18 and it goes dark
20:19 

20:19 again uh and that's partly because of
20:23 

20:23 the uh the layers that we're getting
20:26 

20:26 because they go from top to bottom um if
20:29 

20:29 um let me actually show you wait oops if
20:32 

20:32 I create a FX
20:35 

20:35 node there that's what it does it's
20:37 

20:37 actually it contains all these layers
20:41 

20:41 and if you want to um shuffle them a bit
20:44 

20:44 you can actually add a filter such as
20:47 

20:47 the fold so it um starts you know
20:51 

20:51 repeating the textures a little bit and
20:54 

20:54 then you can uh connect it here and that
20:58 

20:58 gives us this but I'm not sure if that's
21:02 

21:02 too much or
21:04 

21:04 not uh that's okay let's let's keep it
21:08 

21:08 for now that does looks nice so that's
21:12 

21:12 done but let's add color erosion do this
21:17 

21:17 so what what what we're going to do is
21:20 

21:20 instead of the fine um flows that we had
21:24 

21:24 with the mountain before this time we're
21:26 

21:26 going to focus on something a bit more
21:27 

21:27 rough so I'm going to increase the flow
21:30 

21:30 volume and I'm going to increase the
21:32 

21:32 color hold so color can seep down and
21:36 

21:36 I'm going to increase the sediment
21:37 

21:37 density these are very aggressive
21:39 

21:39 settings you don't normally need them to
21:41 

21:41 be like this but in this case it's kind
21:43 

21:43 of working
21:45 

21:45 well and then let's oh what the heck uh
21:50 

21:50 let's add one more mixer or sorry one
21:53 

21:53 more s map so I can use the mixer uh I
21:56 

21:56 want a little bit of a reddish stone in
21:58 

21:58 there just a little bit so well that's
22:02 

22:02 not
22:03 

22:03 bad and this is uh this already has
22:05 

22:05 color erosion so what I can do is I can
22:08 

22:08 have that become the base for the mixer
22:11 

22:11 and have this be on top we just add
22:14 

22:14 there one and change it so it's kind of
22:17 

22:17 like this little bit of fall off a
22:20 

22:20 little bit of warping so it doesn't look
22:21 

22:21 too
22:23 

22:23 uniform uh yeah feels feels more natural
22:27 

22:27 here let me see how how far I can push
22:29 

22:29 the warp and the warp size because there
22:33 

22:33 sometimes with these larger warp size
22:34 

22:34 you'll get this wave created and uh so
22:38 

22:38 with this shape it's going uneven on
22:41 

22:41 multiple axes and that looks much much
22:44 

22:44 cooler than just something that's
22:47 

22:47 flat and so with this in place what I
22:49 

22:49 can do is add another color erosion to
22:52 

22:52 this do the same thing again that I did
22:55 

22:55 with the previous settings
22:59 

22:59 you can see I have some of that red
23:00 

23:00 seeping down when you go close you can
23:03 

23:03 see it's a very usable
23:07 

23:07 texture I think the final thing left is
23:10 

23:10 the little cherry on top I'm going to
23:11 

23:11 add a weathering
23:13 

23:13 node so weathering it's uh it's still uh
23:16 

23:16 in beta so it should be finished pretty
23:18 

23:18 soon but what it does is it adds little
23:23 

23:23 weathering to the edges uh found in all
23:26 

23:26 kinds of uh terrains
23:29 

23:29 so this
23:31 

23:31 one I'm going to reduce the creep and so
23:35 

23:35 here you can see it's ex um accentuating
23:38 

23:38 all the crevices and so I can reduce the
23:42 

23:42 dirt um increase it a
23:46 

23:46 bit increase the scale of the weathering
23:50 

23:50 that and Heck if I was being blut us let
23:53 

23:53 me just add one more color erosion to
23:56 

23:56 that and
24:02 

24:02 this really I'm just just this is uh
24:06 

24:06 insane but hey it still looks good
24:09 

24:09 that's how cool this note
24:11 

24:11 is so okay no that's too much I'm going
24:14 

24:14 to
24:15 

24:15 reduce um all of this in fact I'm going
24:17 

24:17 to reduce the the transport
24:20 

24:20 distance so anyways but here's
24:24 

24:24 our um finished dur and if I go back to
24:28 

24:28 wherever you were with the actual
24:30 

24:30 shape you can see just how detailed this
24:34 

24:34 is
24:37 

24:37 um and um it's actually great for uh you
24:41 

24:41 know creating different kind of looks
24:44 

24:44 now so the Sandstone node is actually
24:47 

24:47 what's known as a surface node so if you
24:50 

24:50 look at the new toolbox here you'll see
24:52 

24:52 there are
24:53 

24:53 Primitives uh we have all these we
24:56 

24:56 have uh
24:59 

24:59 you know Landscapes of different types
25:02 

25:02 and we have lots of
25:05 

25:05 modifications and we have uh surfaces
25:08 

25:08 and the job of surfaces is to create a
25:11 

25:11 superficial identity for your um uh for
25:15 

25:15 your terrain without actually changing
25:17 

25:17 or altering the volume of it so you
25:19 

25:19 don't lose your Heights not much really
25:22 

25:22 so for example I could go to this last
25:25 

25:25 bit here drag it out add CR
25:30 

25:30 Cy it'll turn my entire landscape into a
25:34 

25:34 craggy Rocky thing uh in fact it's part
25:37 

25:37 of the as you can see from the icon it's
25:40 

25:40 part of our Rocky family of
25:43 

25:43 notes so
25:46 

25:46 oops now this is what happens when you
25:48 

25:48 work with a beta there you go it added
25:51 

25:51 this now obviously you would look at
25:52 

25:52 this and go like hey that's not useful
25:55 

25:55 at all but it is when you do it with
25:58 

25:58 with masking so again I'm going to go
26:01 

26:01 mask this by he I promise I'll stop
26:04 

26:04 using this it's it's it's become an
26:06 

26:06 addiction but hey you use it and tell me
26:09 

26:09 how much fun it is and why you can't
26:14 

26:14 stop using it
26:15 

26:15 either so once you use it I'm sure you
26:17 

26:17 won't be able to anyways okay so I did
26:20 

26:20 this that's like a surface note uh I'm
26:23 

26:23 not going to use it uh it's not part of
26:26 

26:26 what I was thinking for this train but
26:27 

26:27 it gives you an idea
26:29 

26:29 I'm going to delete that so there are
26:30 

26:30 many of those nodes and then we also
26:33 

26:33 have uh oh yeah let me show you one more
26:36 

26:36 thing so uh there's a new node called
26:40 

26:40 transpose and what it does is it can
26:42 

26:42 actually transplant uh or transpose
26:45 

26:45 details from one terrain to another so
26:48 

26:48 I'm going to create a ridge so you can
26:51 

26:51 see this has a distinct shape of its own
26:55 

26:55 and then I'm going to create a slum
26:59 

26:59 and the slump is softer this is like
27:01 

27:01 more sharp lines and everything in the
27:03 

27:03 slump it's like taller it has smooth
27:05 

27:05 slopes and so
27:07 

27:07 on uh I'm going to take this Ridge I'm
27:10 

27:10 going to add Sandstone to
27:13 

27:13 this uh so it can get like that yeah
27:16 

27:16 that shape going I'm going to give it
27:18 

27:18 four passes just like we did before with
27:20 

27:20 the other one uh I do like how it ends
27:24 

27:24 up with these slightly staggered shapes
27:28 

27:28 that's really like um what happens with
27:31 

27:31 Sandstone also with
27:33 

27:33 Limestone so it's pretty cool um
27:37 

27:37 anyways uh with this and this maybe this
27:42 

27:42 should be doller so I'm going to show
27:44 

27:44 you one more trick we have it's the
27:45 

27:45 height remap down here so you can just
27:48 

27:48 increase the height of whatever you
27:51 

27:51 want uh or compress it down like a clamp
27:55 

27:55 I just going to apply the Sandstone
27:56 

27:56 again so there oh yeah there we go this
27:59 

27:59 time it's a bit more distinctive and
28:01 

28:01 it's not that flattened however this is
28:05 

28:05 the look that I want on
28:10 

28:10 this and sometimes it can be difficult
28:12 

28:12 to Wrangle a specific shape like for
28:15 

28:15 example let's say I have erosion on top
28:18 

28:18 of this and my erosion instead of
28:21 

28:21 creating sediment like last time it's
28:23 

28:23 actually created lots of down cutting
28:26 

28:26 and I want to apply this there and it's
28:28 

28:28 a bit difficult if I just do it directly
28:30 

28:30 or I don't know how for example well all
28:33 

28:33 I have to do is just go create a
28:35 

28:35 transpose
28:36 

28:36 node and give it a reference so I'm
28:39 

28:39 going to give it our Sandstone as a
28:43 

28:43 reference move these down here so they
28:45 

28:45 make sense and so here you can see it
28:48 

28:48 took this
28:50 

28:50 shape and transposed everything from
28:53 

28:53 here even though this has completely
28:56 

28:56 different uh volumetric profile it's
28:59 

28:59 able to understand what these shapes do
29:01 

29:01 and how they spread across that surface
29:04 

29:04 and then it can do it here now let's
29:07 

29:07 imagine that I got a note from
29:10 

29:10 my um supervisor and they're saying okay
29:14 

29:14 this is great but you know we just need
29:16 

29:16 a whole different kind of shape so I can
29:17 

29:17 just go here change it to this go and
29:22 

29:22 the same things apply or I can go and do
29:25 

29:25 this this this maybe something this in
29:28 

29:28 mod
29:30 

29:30 be different
29:34 

29:34 scale that something went wrong there
29:37 

29:37 okay there like
29:38 

29:38 that it's now applied to
29:41 

29:41 this so no matter what kind of shape
29:44 

29:44 you're working with uh you can just
29:46 

29:46 transpose one thing on top of another
29:48 

29:48 and not just this like um let's say I
29:50 

29:50 just created a radial
29:52 

29:52 gradient and I'm just going to have that
29:56 

29:56 as the main input
29:58 

29:58 it's able to give it that same kind of
30:01 

30:01 surface texture so this is actually very
30:05 

30:05 useful because you can bring in shapes
30:07 

30:07 from anywhere whether you're are
30:08 

30:08 painting them or like for example
30:11 

30:11 someone uh let's say you're working
30:14 

30:14 durin design someone in level design
30:16 

30:16 using Unreal Engine they just went in
30:18 

30:18 and they used the built-in stuff to
30:21 

30:21 create like this generalized uh not so
30:24 

30:24 realistic terrain just so they can get
30:27 

30:27 level design going and Quest design
30:29 

30:29 going and whatnot then they send you
30:31 

30:31 that and say hey this is the kind of
30:33 

30:33 terrain we want make it look great but
30:35 

30:35 don't change anything CU we like where
30:38 

30:38 we put stuff and we don't like you can't
30:40 

30:40 move where the village is you can well
30:42 

30:42 in those situations you can take a map
30:44 

30:44 like that and then alter it or for
30:47 

30:47 example if you're not comfortable with
30:48 

30:48 procedural shapes for getting that exact
30:51 

30:51 overall shape you want you feel like hey
30:53 

30:53 I'm going to go into zbrush I'm going to
30:54 

30:54 just like quickly knock out this overall
30:57 

30:57 shape well great you can then export
30:59 

30:59 that as a height map uh and then you can
31:02 

31:02 just bring that in and uh apply
31:05 

31:05 something like you know for lack of a
31:08 

31:08 better word a recipe that's created
31:10 

31:10 elsewhere and then just apply it here
31:13 

31:13 and so that's actually one of our big
31:15 

31:15 improvements in workflow for terrain
31:17 

31:17 design is like separating the concerns
31:20 

31:20 between uh what the overall shape should
31:22 

31:22 be and where things should go and then
31:25 

31:25 what each individual portion should look
31:27 

31:27 like
31:29 

31:29 so with that um you can have different
31:32 

31:32 artists work on different things and
31:34 

31:34 then merge it together or whatnot um the
31:37 

31:37 bottom line being it's a flexible new
31:40 

31:40 workflow uh based on what we have been
31:45 

31:45 uh told from Studios over the last five
31:48 

31:48 years well five plus years uh you know
31:52 

31:52 listening to where it's difficult when
31:54 

31:54 you do terrain design and so this uh is
31:57 

31:57 supposed to make it a lot
31:60 

31:60 easier and um with that uh thank you so
32:04 

32:04 much for joining me for this quick
32:05 

32:05 little video uh as we get closer to the
32:08 

32:08 final release we'll be releasing uh you
32:11 

32:11 know lots more videos and going into
32:13 

32:13 individual features and drilling down
32:15 

32:15 and doing a lot more uh trust me what
32:18 

32:18 I've shown you today is really just the
32:21 

32:21 tip of the iceberg we have so much more
32:23 

32:23 to show you and most of all we hope
32:25 

32:25 it'll make your life easier when you're
32:27 

32:27 working with terrains you can get things
32:29 

32:29 done faster and uh maybe even have a
32:32 

32:32 little bit of fun while you're doing it
32:34 

32:34 so thanks again and we'll see you soon