Hey friends, welcome back. This is part two of our very first Gaia scene building exercise. And today we're going to finish our scene in style. Stick around guys. We're going to push through step by step until we hit this awesome final result. First, we want to have more trees in our environment. So, we use the ground mask and scatter them across the terrain. [Music] [Music] But since we want the trees to have better quality, we'll duplicate them in the end and make their opacity sharper as They're closer to the camera. [Music] [Music] [Music] [Music] Now I want to draw a spline in the PCG so that trees won't appear inside it. So we need to create a blueprint actor. [Music] Inside the blueprint, I add a spline. Then by holding the Alt key and dragging, I extend it. Finally, I enable the close loop option to close the spline. [Music] I also add the PCG and in the PCG graph I assign the landscape to it. Finally, in the class default section, I search for tag and assign it a custom name. In the PCG graph, I use a get spline data node, set it to world actor mode, and link it to the PCG through a custom tag. [Music] Now we can add the spline to the scene and by using projection and get landscape data we can view the points in interior mode inside the spline. [Music] Now we're getting closer to our goal. We scale up the spline and reduce the trees from its points. [Music] Hey, hey, hey. Hey, [Music] [Music] down. [Music] [Music] Now we can assign any type of mesh such as grass. plants or rocks to this creative field. Since we've already done this many times in previous videos, there's no need to explain it again. [Music] Heat. Hey, Heat. [Music] Heat. Heat. [Music] behoo. [Music] Hey Heat. [Music] Heat. [Music] Beat beep. [Music] Down [Music] that one. Heat. Heat. N. [Music] Heat. Heat. N. [Music] Heat. Heat. [Music] Wow. [Music] Wow. Wow. [Music] Woo! Woo! [Music] Hey, hey, hey. [Music] [Music] Woo! Woo! Heat. Heat. N. Heat. Heat. N. [Music] Heat. Heat. N. [Music] Yeah, M yeah. [Music] Ah. [Music] Down. [Music] Hello. [Music] Baby. [Music] Hey. Hey. [Music] Yeah, [Music] oh [Music] [Music] Next, I downloaded a free cabin from CG Trader so we can replace the house and the reference with it. But just like with the trees, we'll test it first and bring it into Blender to avoid any issues. [Music] Hey. [Music] Hey. Hey. [Music] Don't return. [Music] [Music] Everything for you. [Music] Now we want to create another blueprint and use a spline to define the front yard paths of the house to the PCG. According [Music] to the rule, we also assign a tag to it and then place the spline on our landscape. [Music] [Music] down. Hey [Music] We add a spline sampler and set its mode to on spline and distance. Next, just like before, we apply the projection and then continue the work using transform points and static mesh. [Music] [Music] [Music] Ding. [Music] Hey. Hey. [Music] Heat. Heat. N. [Music] [Music] [Music] We import a few planks from Quixlebridge and then using the modeling mode, we merge them together to create a simple fence. Heat. Heat. N. [Music] [Music] We assign it to the static mesh and then continue by adjusting the spacing. [Music] As you can see, E, it doesn't look quite right. So, we add a create spline node, then add a spawn spline mesh node and assign our fence to it. [Music] [Music] Next, in landscape paint mode, we paint some of the snow material on the ground, similar to the reference, and if needed, we use smooth to refine it. [Music] [Music] Heat. Heat. Heat. [Music] Heat. [Music] We can also use foliage to add some more plants to our scene. [Music] Hey, [Music] hey, hey. [Music] Hey, hey, hey. [Music] [Music] [Music] Heat. Heat. N. [Music] Heat. Heat. [Music] We can also place a few point lights inside the cabin. [Music] As you can see, the scene looks a bit empty. So, we'll add one of the trees to the PCG. Heat. Heat. N. [Music] Heat. Hey, Heat. [Music] Finally, we add a post-process to the scene. And in the midtones gain, we slightly adjust the contrast and saturation toward a cooler bluish tone. We also enable the vignette intensity effect in the image settings to create a dark border around the screen. [Music] Now we add a local fog to the scene. Adjust its intensity and duplicate it in several spots. [Music] Finally, you can adjust your lighting by holding control plus L. Thank you for watching the video. Please don't forget to support us.