00:00 Let's unlock the power of GIA 2.2 and
00:04 

00:04 start building terrains from scratch
00:06 

00:06 with the core primitive nodes. In this
00:08 

00:08 tutorial, besides learning about the
00:10 

00:10 nodes, we'll also go through practical
00:12 

00:12 examples. This helps break away from
00:15 

00:15 monotony and gives us results that are
00:17 

00:17 closer to realworld scenarios. Hello
00:20 

00:20 friends and welcome to the GN nodes
00:22 

00:22 tutorial series. This series will be
00:25 

00:25 divided into eight parts where we'll go
00:27 

00:27 step by step through the different
00:29 

00:29 categories of GN nodes. For example,
00:32 

00:32 we'll start by creating a simple cone
00:34 

00:34 and then learn about the nodes by
00:36 

00:36 applying them to it. The first node is
00:38 

00:38 constant which allows us to control the
00:41 

00:41 height intensity of the cone. The
00:43 

00:43 constant node. The constant node in Gaia
00:46 

00:46 is just a fixed value generator mainly
00:49 

00:49 used for controlling, scaling, or
00:51 

00:51 providing stable input to more complex
00:53 

00:53 procedural nodes in your terrain/biome
00:56 

00:56 workflows. The second node is cracks.
01:01 

01:01 The cracks node in GIA generates cracked
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01:04 patterns on flat terrain. You can use
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01:06 this output as a mask or subtract it
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01:09 from other terrain shapes using the
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01:10 combine node. It's ideal for simulating
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01:13 features like dried river beds, cracked
01:15 

01:15 soil, crevices, or airid terrain
01:18 

01:18 details. As you can see, it comes in
01:21 

01:21 three modes: normal, hard, and classic.
01:24 

01:24 By adjusting parameters such as octaves,
01:27 

01:27 scale, or depth, we can achieve some
01:30 

01:30 very interesting results. For example,
01:33 

01:33 if we apply a wizard effect to our cone
01:35 

01:35 to make it look like a mountain, then
01:37 

01:37 combine it with cracks, we can create
01:39 

01:39 some very unique outcomes. The next node
01:42 

01:42 is draw, which can be extremely useful.
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02:00 [Music]
02:05 

02:05 The draw node in Gaia is used to create
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02:07 hand painted masks directly inside the
02:10 

02:10 graph system. Unlike procedural nodes
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02:12 like noise or constant, the draw node
02:15 

02:15 depends on your manual input. You use a
02:17 

02:17 brush to paint areas where you want
02:19 

02:19 things to happen. White equals active,
02:21 

02:21 black equals inactive. As you can see,
02:24 

02:24 it opens a window called open painter.
02:27 

02:27 In this window, you can draw the ridges
02:29 

02:29 or elevations you want simply by
02:31 

02:31 sketching lines. It also provides
02:33 

02:33 settings like hardness, size, and
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02:36 height, which allow you to introduce
02:38 

02:38 variations in your landscape.
02:48 

02:48 For example, let's say you want to
02:50 

02:50 create a prominent mountain in the
02:52 

02:52 corner of your map. You can easily
02:54 

02:54 sketch it out here and then combine it
02:56 

02:56 with an effect like wizard, which we'll
02:58 

02:58 cover in detail later, to achieve the
02:60 

02:60 result you're aiming for.
03:13 

03:13 The next node is Gabbor.
03:19 

03:19 Gabbor noise node provides directional
03:22 

03:22 textured noise with fine control. Useful
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03:25 for realistic terrain detailing. As you
03:27 

03:27 can see, this node allows you to add
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03:29 fine noise to your landscape, whether
03:32 

03:32 subtle or intense, giving you a wide
03:34 

03:34 range of detail variations.
03:50 

03:50 The next node is line noise.
03:57 

03:57 Line noise in Gaia is a noise function
03:60 

03:60 that introduces striped or banded
04:02 

04:02 patterns across your terrain or mask.
04:05 

04:05 Unlike standard plland/fractal noise
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04:08 that looks cloudy and isotropic, line
04:11 

04:11 noise produces directional linear
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04:13 features. With this node, you can create
04:16 

04:16 mountains like the one shown in these
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04:18 two images.
04:26 

04:26 By using clamp, you can control the
04:28 

04:28 intensity and with direction, you can
04:30 

04:30 adjust the orientation of lines. This
04:33 

04:33 node comes with four modes, sharp, soft,
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04:36 flat, and blurred. Each of which can
04:39 

04:39 give you unique and interesting results.
04:55 

04:55 The next node is noise. The noise node
04:58 

04:58 is one of the most fundamental building
04:59 

04:59 blocks in GIA. It generates procedural
05:02 

05:02 noise patterns, grayscale maps that can
05:05 

05:05 be used to shape terrain, create masks,
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05:08 or add natural variation. With this
05:10 

05:10 node, you can add detailed noise
05:12 

05:12 patterns to the surface of your
05:14 

05:14 landscape. By carefully adjusting its
05:16 

05:16 values and choosing from the five
05:18 

05:18 available noise types and three blending
05:20 

05:20 modes, it can become extremely useful.
05:25 

05:25 [Music]
05:36 

05:36 As you can see here, using pearl and
05:38 

05:38 noise with a subtract mode at a low
05:40 

05:40 percentage gave us a very suitable
05:42 

05:42 texture for our terrain.
05:45 

05:45 The next node is pattern.
05:49 

05:49 The pattern node generates geometric
05:52 

05:52 repeating patterns inside GIA. Unlike
05:55 

05:55 the noise node which is organic and
05:57 

05:57 random pattern produces structured
05:60 

05:60 shapes such as grids, stripes or radial
06:03 

06:03 patterns, the output is a grayscale map
06:05 

06:05 that can be used as a mask or as a base
06:08 

06:08 layer for shaping terrain, blending with
06:10 

06:10 noise or stylized design. As you can
06:13 

06:13 see, it generates different patterns for
06:15 

06:15 us such as linear or dotted ones. By
06:18 

06:18 combining it with the previous nodes,
06:21 

06:21 you can achieve some unique results.
06:44 

06:44 My suggestion is to first connect it to
06:46 

06:46 the previous node and then combine it
06:48 

06:48 again with that same node. This way, its
06:51 

06:51 effect will only be applied to the
06:52 

06:52 specific volume you want.
06:59 

06:59 [Music]
07:13 

07:13 [Music]
07:23 

07:23 [Music]
07:26 

07:26 The next node is pllin. This is one of
07:28 

07:28 the most useful nodes as it brings us
07:31 

07:31 much closer to realistic results. With
07:34 

07:34 the options it provides, you can
07:36 

07:36 generate different kinds of noise and
07:38 

07:38 even shift them around. In the end, you
07:41 

07:41 can clearly see the changes it makes
07:43 

07:43 compared to the previous node.
07:47 

07:47 [Music]
08:02 

08:02 Heat.
08:04 

08:04 [Music]
08:17 

08:17 Heat.
08:20 

08:20 [Music]
08:48 

08:48 If you are enjoying this tutorial so
08:50 

08:50 far, don't forget to hit that like
08:51 

08:51 button. It really helps the channel
08:53 

08:53 grow.
08:57 

08:57 [Music]
09:09 

09:09 The next node is shape. This node
09:11 

09:11 generates forms like a cylinder or a
09:14 

09:14 hollow rectangle. And you can easily
09:16 

09:16 control its size, thickness, or even
09:18 

09:18 move it around.
09:22 

09:22 [Music]
09:25 

09:25 With a bit of creativity, you can turn
09:27 

09:27 this cylinder into something like an
09:29 

09:29 erupting volcano peak opening at the
09:32 

09:32 top. The next node is Voronoi. On its
09:35 

09:35 own, this node can generate a full
09:37 

09:37 mountain range. With its features, you
09:40 

09:40 can create large rugged formations like
09:42 

09:42 vast mountains, deserts, or even
09:45 

09:45 stylized mountain landscapes. It also
09:47 

09:47 has its own warp option to twist and add
09:50 

09:50 more variation. Of course, you can also
09:53 

09:53 move and scale it as needed.
09:57 

09:57 [Music]
10:10 

10:10 [Music]
10:28 

10:28 feel.
10:37 

10:37 Hey
10:45 

10:45 Now imagine we want to place a lake
10:47 

10:47 right in the middle. Using the draw
10:49 

10:49 node, I paint a triangle shape, then
10:51 

10:51 soften it with a blur node.
11:03 

11:03 After that, I combine it with the
11:05 

11:05 mountain using subtract mode and by
11:08 

11:08 adding a lake node, which we'll cover in
11:10 

11:10 detail in future tutorials, we can
11:12 

11:12 achieve the desired result.
11:17 

11:17 The cellular node. The cellular node in
11:20 

11:20 GIA generates procedural cell-like
11:22 

11:22 patterns that are perfect for cracked
11:24 

11:24 ground, rock formations, or stylized
11:27 

11:27 masking. Its real power comes when you
11:29 

11:29 blend it with noise or erosion for
11:32 

11:32 natural looking results.
11:49 

11:49 [Music]
12:02 

12:02 The cellular 3D. The cellular 3D node in
12:06 

12:06 GIA is a volutric cell generator that
12:08 

12:08 creates much more natural fracture-like
12:11 

12:11 patterns than a flat 2D cellular. It's
12:14 

12:14 ideal for cracked ground, basalt
12:16 

12:16 columns, and erosion mass that look
12:18 

12:18 integrated into the terrain rather than
12:20 

12:20 just surface details.
12:44 

12:44 The dot noise node. The dot noise node
12:47 

12:47 in GIA creates speckled grainy patterns
12:50 

12:50 that are perfect for fine surface
12:51 

12:51 details, sand, gravel, porous rock, or
12:55 

12:55 scattered masks. It's usually not used
12:57 

12:57 for large terrain shapes, but rather as
12:60 

12:60 a detail layer to make terrains more
13:02 

13:02 realistic.
13:05 

13:05 Another thing you could do with this
13:06 

13:06 node is create landscapes similar to
13:09 

13:09 Minecraft style worlds.
13:14 

13:14 [Music]
13:26 

13:26 [Music]
13:35 

13:35 The drift noise nod. The drift noise
13:38 

13:38 node in GIA generates elongated
13:41 

13:41 directional noise that looks like
13:43 

13:43 natural streaking or drifting. It's
13:45 

13:45 ideal for deserts, glaciers, or any
13:48 

13:48 terrain shaped by continuous directional
13:51 

13:51 forces like wind or water.
13:55 

13:55 Hey. Hey. Hey.
14:10 

14:10 [Music]
14:22 

14:22 [Music]
14:26 

14:26 The multifractal node. The multifractal
14:28 

14:28 node in GIA generates rugged fractal
14:31 

14:31 terrain patterns by layering multiple
14:33 

14:33 octaves of noise. It's perfect for
14:36 

14:36 mountains, cliffs, and rocky terrain
14:38 

14:38 bases, especially when combined with
14:41 

14:41 erosion for natural realism.
14:59 

14:59 Don't
15:09 

15:09 down.
15:26 

15:26 Quick reminder, friends. Make sure to
15:28 

15:28 subscribe and turn on the notification
15:30 

15:30 bell so you won't miss the rest of this
15:32 

15:32 series.
15:44 

15:44 The wave shine node. The wave shine node
15:47 

15:47 in GIA generates wavelike interference
15:50 

15:50 patterns that resemble ripples, dunes,
15:52 

15:52 or banded rock. It's mainly used as a
15:55 

15:55 mask or detail enhancer to give terrains
15:58 

15:58 more variation and visual richness.
16:10 

16:10 [Music]
16:20 

16:20 To better understand it, let's combine
16:22 

16:22 it with another node and use subtract.
16:25 

16:25 As you can see, the result looks like a
16:27 

16:27 snow-covered mountain range.
16:47 

16:47 The last category is gradients which we
16:50 

16:50 were first introduced to with a cone.
16:52 

16:52 The next node here is hemisphere. With
16:55 

16:55 this node, we can create a half sphere
16:57 

16:57 and we can even mix it with the cone to
16:59 

16:59 achieve the final result we want.
17:15 

17:15 [Music]
17:29 

17:29 [Music]
17:34 

17:34 linear gradient and radial gradient. The
17:36 

17:36 linear node generates a flat plane for
17:39 

17:39 us and by combining multiple planes
17:41 

17:41 together we can adjust their angles to
17:43 

17:43 create variations. The radial node on
17:46 

17:46 the other hand gives us a soft raw
17:49 

17:49 elevation that could be shaped further.
17:52 

17:52 [Music]
18:18 

18:18 All right, friends. That brings us to
18:20 

18:20 the end of this video. This was the
18:22 

18:22 first episode out of a total of eight in
18:24 

18:24 this series. If you enjoyed it and found
18:26 

18:26 it helpful, don't forget to support us
18:28 

18:28 by liking the video, leaving a comment,
18:31 

18:31 and subscribing to the channel. Your
18:33 

18:33 support really helps us continue making
18:35 

18:35 more tutorials for