00:00 Welcome back to another video and it's
00:03 

00:03 me the awesome Pawsum the awesome sauce
00:07 

00:07 and yes I have been playing Pawsum. But
00:09 

00:09 before we get started make sure to watch
00:11 

00:11 the previous videos so you
00:15 

00:15 okay so in the last video I showed you
00:17 

00:17 how to create a landscape in Gaia. In
00:19 

00:19 this video we're going to learn about
00:21 

00:21 texturing in Gaia. But before we get
00:23 

00:23 started make sure to watch the previous
00:25 

00:25 video so we can pick up from where we
00:26 

00:26 left off. It's only a few seconds long.
00:29 

00:29 Now texturing can be very simple or
00:31 

00:31 really advanced. In this video, I'll try
00:34 

00:34 to cover a bit of both and the thinking
00:36 

00:36 behind texturing that should give some
00:38 

00:38 basic understanding that you can take
00:40 

00:40 and explore by yourself. This will also
00:42 

00:42 help with future videos as I'll be
00:44 

00:44 diving deeper into this topic. Now
00:47 

00:47 without wasting any more time, let's get
00:49 

00:49 started. Now you should have a similar
00:51 

00:51 note structure and the last node should
00:54 

00:54 be your final landscape. Select the
00:57 

00:57 final node, right click, and add an
00:59 

00:59 output, which works as a portal. Similar
01:02 

01:02 to how you'd nest a sequence or
01:04 

01:04 pre-ompose in After Effects. Since I
01:06 

01:06 used a lake node, I also want to output
01:08 

01:08 a lake mask using the depth output.
01:11 

01:11 We'll be using this as a mask for
01:13 

01:13 texturing later. Now, what I love about
01:15 

01:15 procedural tools like GIA is that it's
01:18 

01:18 non-destructive, which means that you
01:19 

01:19 can always go back to previous nodes and
01:22 

01:22 change settings and get a completely
01:24 

01:24 different looking landscape. but with a
01:26 

01:26 similar look. It's almost impossible to
01:29 

01:29 get the exact same looking landscape. Of
01:32 

01:32 course, unless you used the exact same
01:34 

01:34 settings, maybe now the easiest way to
01:37 

01:37 add a new node is to press the tab key
01:40 

01:40 and then you can search for the node
01:41 

01:41 that you want and then just select it.
01:43 

01:43 Right click on the adjust node, select
01:45 

01:45 the input option and connect the lake
01:48 

01:48 portal. Do the same thing for the depth.
01:51 

01:51 Be careful not to duplicate the nodes
01:53 

01:53 for GIA might crash as it did with me.
01:56 

01:56 Instead, create a separate adjust node
01:58 

01:58 for the depth output and then do the
01:60 

02:00 same thing selecting the depth input as
02:03 

02:03 a portal. Now, when you preview the lake
02:06 

02:06 output, you'll barely see anything.
02:08 

02:08 That's because we need to normalize the
02:10 

02:10 values by selecting equalize. Now, we
02:13 

02:13 can clearly see the lake mask. You can
02:15 

02:15 also use auto level, which is less
02:17 

02:17 aggressive. And with the shaper tool,
02:19 

02:19 you can control the brightness. This has
02:21 

02:21 a much smoother falloff and is great for
02:23 

02:23 simulating shorelines and emphasizes the
02:26 

02:26 depth of the water. So, the first
02:28 

02:28 important node when it comes to
02:29 

02:29 texturing is the texture base. Now, this
02:32 

02:32 is what we're going to be using
02:32 

02:32 throughout for texturing. So, you always
02:34 

02:34 want to make sure your texture base is
02:36 

02:36 connected to the last node, essentially
02:39 

02:39 your landscape's output. But an easier
02:42 

02:42 way to do this is just to add a portal
02:44 

02:44 similar to the adjust nodes. Since I
02:46 

02:46 used a lake as a final node, I'm going
02:49 

02:49 to select lake. Our texture base is
02:51 

02:51 going to be driving a lot of our color
02:53 

02:53 information and it's solely based on the
02:56 

02:56 landscape. The next important node is
02:58 

02:58 the set map which is used for coloring
03:00 

03:00 your landscape. Now, there are a lot of
03:03 

03:03 settings to go over and this could get
03:05 

03:05 very involved, but I'll try to keep it
03:07 

03:07 as simple as possible for this video
03:09 

03:09 while showing you as much as I can in a
03:11 

03:11 short amount of time. To break it down,
03:14 

03:14 you have different color gradients or
03:16 

03:16 palettes to pick from. And depending on
03:18 

03:18 the kind of terrain you're going for,
03:20 

03:20 you can choose between sand, rocks,
03:23 

03:23 grass, or greens, water or blues, etc.
03:27 

03:27 And we have different masks you can use
03:29 

03:29 to give your landscape more details so
03:32 

03:32 it looks more believable. All the
03:34 

03:34 different masks and colors conform to
03:37 

03:37 the specific terrain, so they'll
03:39 

03:39 perfectly suit the shape of your
03:41 

03:41 landscape. A simple approach to start
03:43 

03:43 with is a base like a rocky environment
03:47 

03:47 and then using masks you can add or
03:50 

03:50 layer grass or snow using a slope mask.
03:53 

03:53 You can also give the terrain complex
03:55 

03:55 materials by combining different rock
03:57 

03:57 pallets as well. Once you've combined
03:59 

03:59 your rock and grass, you can add a blue
04:01 

04:01 set map to represent the water using the
04:04 

04:04 lake mask to only have the blue where
04:07 

04:07 the water would naturally appear. Okay.
04:10 

04:10 Now select the adjust node that has the
04:12 

04:12 mesh output. Press tab to create a node
04:14 

04:14 that's automatically connected.
04:17 

04:17 Repeat this process for each mask. You
04:20 

04:20 can preview and modify the masks. Now to
04:22 

04:22 combine different set maps or nodes in
04:25 

04:25 general, select the output of one node,
04:29 

04:29 hold and drag to the node that you want
04:31 

04:31 to connect it to and it will create a
04:33 

04:33 combine node. You can further modify the
04:36 

04:36 blending operations of the combine node.
04:39 

04:39 Now connect the mask to the combined
04:41 

04:41 nodes mask input to blend the different
04:44 

04:44 materials or set maps. Repeat this
04:47 

04:47 process to get the look you want. And
04:49 

04:49 don't worry about getting the colors
04:50 

04:50 just right yet. You can always go back
04:52 

04:52 and modify them later. And in the
04:55 

04:55 viewport, you can always change the
04:56 

04:56 sun's direction to get a different
04:58 

04:58 preview of the landscape. Now, the rest
04:60 

04:60 of this process is purely creative. And
05:03 

05:03 in the next video, I'll be showing you
05:04 

05:04 how to properly export your terrain and
05:07 

05:07 textures so you can use them in a 3D
05:09 

05:09 software. I'll be using Blender as an
05:11 

05:11 example. Now, again, this could get very
05:14 

05:14 involved. You could just export the
05:16 

05:16 color information from Gaia and use that
05:18 

05:18 as your texture. This works well if
05:20 

05:20 you're using it for like a distant
05:22 

05:22 asset. But in the next video, I'll also
05:24 

05:24 be showing you how to export if you just
05:25 

05:25 want to texture separately in a
05:28 

05:28 different 3D software.
05:30 

05:30 Thank you for watching and I hope you
05:32 

05:32 found something useful. And if you did,
05:35 

05:35 please remember to subscribe and hit the
05:37 

05:37 like button. I'll see you on the next
05:40 

05:40 one.