00:01 Let's create, a very large area
00:04 that's like, a mountain range with rivers
flowing through them.
00:07 So to create that,
I'll create a MountainRange node,
00:12 and it already comes with
00:13 like a couple of peaks
and a whole mountain system in between.
00:16 But I'm going to increase the Height,
00:20 like, so,
maybe increase the Bulk as well.
00:25 Like, it was really high bulk
00:28 like this.
00:29 And then let's see if I reduce the Scale.
00:33 There you go. That's cool.
00:35 I think that's a very good starting point.
00:37 What I want to do is
I don't want to have too much detail.
00:40 I think this is way too detailed,
but I think I can get that out in Erosion.
00:44 So after adding this Erosion node,
one of the first things I do is increase
00:49 the Duration.
00:49 Like quite high,
reduced DownCutting just a little bit.
00:54 And then down here in Shape,
I will reduce the Detail that we get.
01:01 So you can see some of the tinier
details from the slopes are being,
01:05 reshaped into this larger,
01:08 more cohesive soft, regular shaping.
01:11 So this is actually much closer
to what you might see
01:15 if you look at a mountain range
on Google Earth, for example.
01:19 So I'm gonna, play with this
a little bit more.
01:22 So if you've reduced the Sharpness,
you can get these
01:25 nice bulbous mountains
with, without those sharper peaks.
01:28 And then, of course, inversely,
if you sharpen, then you get these
01:32 fantastic sharp peaks.
01:35 So for our purposes, I'm just going to
leave it right here on default 0.6.
01:40 That looks pretty good to me.
01:42 What I will add are some Coarse Sediments.
01:45 In fact, I'll go all the
01:47 way, with 1.0
and then play with the angle a little bit.
01:53 I want to have them be lower
01:54 so that the sediments
are flowing down here and filling in the
01:59 the spaces down here,
as opposed to being up here on the slope.
02:03 So like
02:06 so that's where they're higher
02:08 up on the slopes.
02:11 So bringing them back down here,
02:13 maybe adding a little Bed Load
to just increase that
02:17 in fact with the Bed Load
I can take the risk of,
02:21 having a slightly higher angle
so we can have the best of both worlds.
02:27 Hopefully.
02:29 Now I'm going to run a thermal
pass on this.
02:31 So that's adding a Thermal 2 node.
02:35 So it's creating,
02:37 you know, this thermal compaction.
02:40 And then I'll add one more Erosion node,
02:45 this time with a very high Erosion Scale.
02:48 Lots of DownCutting
02:50 with Duration.
02:51 And then again, Coarse Sediment
and Bed Load.
02:54 Play with the Angle
02:60 until I find something that I like.
03:03 Like so and so.
03:05 I think I have my mountain range.
03:07 Last thing I want to do is
I want to add Rivers.
03:10 So this will now create this river
network.
03:16 Next thing is texturing.
03:19 So let's take this create a TextureBase
03:24 that's looking nice.
03:26 What I want to do
is actually create two TextureBases.
03:30 Now this one will have
higher emphasis on flow okay,
03:35 maybe not that much, but yeah, higher
emphasis on Flow and Soil less on Slope.
03:41 Whereas the first one
will have very high relevance.
03:45 Or reliance on Slope,
very little on Flow.
03:49 And let me just a little bit on Soil.
03:55 So with
03:55 the first one I'm going to create a SatMap
03:59 and let's find something very earthy.
04:04 I think yeah, this is fine.
04:10 It's very noisy.
04:11 But we're going to use ColorErosion,
04:13 which will take care of all of this,
so I'm not too worried about it.
04:16 So let's leave it like this.
04:18 And then I'll add, to the second one.
04:22 I'll add a SatMap.
04:24 And this one I want it to be more green.
04:26 So we have some options right here.
04:29 And this is actually the inverse
of what we want.
04:32 So I'll Reverse it.
04:34 So there
so the areas with access to river water,
04:39 they can be, you know,
brighter green or something like that.
04:43 And then with this one or rather
04:47 let's create a mix of both of these
just so we can have a bit of fun.
04:51 I'll switch this to Difference mode.
04:53 So we get this rather
04:56 really highly textural map.
04:59 Create one more SatMap.
05:01 This one.
05:03 Let's get like so we have this.
05:05 So I want to have
something closer to that.
05:07 But just a little bit different.
05:11 Let me see what I can do with this one.
05:14 Again, reversing it to see if that works.
05:21 There.
05:21 This is actually giving us
a few nice options
05:25 up here for trees or vegetation areas.
05:28 And should switched it to this one
which I think looks better.
05:31 I think that has yeah,
a more variety in color.
05:33 So anyways, with these three
05:36 I'm just going to select these three.
05:37 Right
click and combine them into a Mixer node.
05:41 So this will help me create
05:44 our kind of base template.
05:47 So let's see.
05:48 Let's look at this that's our
05:53 middle map.
05:55 It's this one.
05:57 And so I'm going to increase the Warp
on this.
05:60 So it's uneven with a smaller Warp Size.
06:04 We're going to have more Falloff.
06:05 So just blends more gently into this.
06:09 You can
bring it further down if you want to,
06:13 and then we go up here,
06:14 and this is the one where
I actually wanted to have this green.
06:18 So I think I can just easily
drag this down here.
06:21 So that's at the bottom.
06:22 And now this one's here more at the top.
06:26 So there we have our green areas up here.
06:29 And then down here we have
06:32 this coming through.
06:35 And I want to have some of this brown
area left just so we can give it like
06:41 you know, a more varied look.
06:43 Now, all of this right now
does not look too realistic.
06:46 And that's just fine because next
we create a ColorErosion node,
06:52 which will then take our entire structure
and make let me make sure I connect this
06:56 to our proper height output so it can,
06:59 run a simulation properly.
07:02 And then with increased Sediment
Density and Blend,
07:05 we get these,
these beautiful flowing colors.
07:08 You can see the
07:09 rivers are being created right here
along the existing river paths.
07:13 And so that helps us create
07:16 a more cohesive look for our terrain.
07:19 Should we go from having this to this.
07:22 And then you can experiment
with what you want.
07:24 Like for example, I'll reduce the Blend
07:26 so we get a little bit
more of the original color.
07:29 Because I do want some of that graininess.
07:32 You can increase the Sediment
Density or reduce it.
07:37 That will also affect, 
how much of the original values are being,
07:41 processed by the erosion.
07:45 You can increase the Transport
07:47 Distance or reduce it
to see how far you want these flows to go.
07:51 Like,
I just want it to be maximum right now.
07:54 And then lastly you have the Flow.
07:56 So if you want
you can have it be like a bit higher.
07:58 But that's just creating
flood plains right now.
08:01 And that's not
08:03 that's not looking as cool
as we want it to be.
08:05 So going back to this, you can see
we have some of the dry areas down here
08:11 and these, greener, more fertile areas.
08:17 Now, let's say we decide that now
08:20 with what we have created,
we want to go back and change things.
08:23 So this one, which is at the top,
we want it to be a bit different.
08:28 So if I just change it a little bit here.
08:32 So it's like so and then go back
08:36 you can see
we now have these drier mountains
08:39 with these rivers
that have fertile areas nearby.
08:43 So this is a great way to actually,
08:46 you know, change things after the fact.
08:49 That's another beauty of procedural,
graph based creation.
08:53 And as just an added benefit,
you can always lock preview here.
08:57 You can right click and Lock Preview.
08:59 Then go back to the Mixer
09:02 and you can change things
09:04 and have the ColorErosion
affected in real time.
09:07 And then you can see
how that blends together.
09:10 So I think right here
that's one way to see it.
09:15 If I want to go back here and change
this, SatMap completely,
09:20 like if I go here like this, you can see
it instantly affect the final output.
09:25 So that way you can make
a great informed decision.
09:29 So there you have it.
09:30 You have a large mountain system
with rivers.
09:34 If you want,
you can also pull the river mask from here
09:37 and then add some blue
or green rivers to it.
09:41 And then do a lot more.