Bob7:16
So I must say at this point actually, when we started and said we were going to do a stream, Mike said to me, he said, 'Bob, you've got to help me out because I'm rubbish at pronouncing people's names, and if people are in the chat and they're chatting to us, I'm not going to know how to say the name.' Well, I hate to break it to you, Mike, but I think I'm the one person on Earth that's worse than you at pronouncing people's names. So if I get anything wrong, please don't take offense, it's just that I'm an idiot, I'm not very good at this stuff.
So let's have a look who's in the chat. We have got Chuck Fuller, we've got Max, we've got Philippe of France, hey, we've got Chris H, I've got Tosh, Mike, Edward, we've got Psy, got Steve in there as well, Dennis, we've got Tino's in the house, hey Tino, we've got Martin in there, Francisco. Loads of people in the chat, so do feel free to get involved. You can ask us questions about any of the stuff that we're working on, parameters, settings. If you've got any kind of general questions or personal questions about things like your license or if your maintenance is about to expire, stuff like that, then just head over to the INSYDIUM website and obviously our team will be more than happy to look into questions like that and get anything sorted for you. But for questions in the stream about what we're doing at the moment, then obviously yeah, we'll do our best to answer it, and John's in there to offer any advice as well.
So let's get cracking. We're going to be doing a technique breakdown now. I don't know if you saw this a couple of weeks ago, our design team put out this short video on our social media channels, and it's just a bit of a granular sim really, a logo reveal. There's quite a lot going on in it actually. We've got a nice GPU grain sim, we've got a Terraform FX landscape, this nice kind of volcanic landscape, and also in the background if you've spotted, there is a dynamic ocean as well which is going on there. So quite a lot in one scene, and this is what we're going to have a look at and dive into.
So what we'll do is we'll jump into my Cinema 4D. Here we are, and as you can see we have got this logo. Now this is our pre-animated logo, and if I play the playhead, you can see I've got a bit of subtle animation, and you can see where the logo stops, there's always just a little bit of kickback, and what that does, it enables the sand to kind of get knocked off and it looks really good. So that animation is key, and this is just done with keyframes. So before we even think about doing our grains, we're going to use Terraform FX, which is our procedural landscape generator, to create that volcanic background.
So we'll go to INSYDIUM, we'll go to Terraform FX, to a TF Terrain, and it brings in the default terrain, and here it is. Now by default it brings in these three operators just to give you a kind of a start. We don't need these erosion ones for now, so I'm just going to delete those out and just stick with the noise. Now this is personal preference, but when I work with Terraform I like to switch off, if we go to the object tab, I like to switch off the display so we're not getting that gradient, and I like just to make it really dark. So I'll go to the basic tab, display color, set it to custom, and then just select a nice dark gray in there. And it's also a good idea, I always like to do this, it depends how you like your viewport setup, but I always like a light in there to help it show off the undulation. So I'm just going to do a Cinema 4D light, we'll just leave it in its standard settings, stick it up there.
Let's go to the general tab, we'll add some soft shadows, and let's go to the shadow and just make them a little less dense, so put it on maybe 80 percent. So now you can see we've got our logo casting that shadow. Great, so what we want to do is create this kind of volcanic shape. So we're going to go to our terrain, we've got this base noise, and this is using a noise to generate altitude data which then creates this nice undulating landscape.
If we go to the noise properties tab, we can see the noise type by default is set to turbulence. Where I've been using a lot of Terraform lately, I've been using Stupel a lot, which gives us these really nice kind of swirly, almost circular shapes in our terrain. So let's leave it on that for now. Now we need to make this stick up like a volcano. So to do that, we're going to use another operator. We'll add an operator, and we're going to bring in a TF Gradient. Now this will bring in a radial gradient by default, and if I just get this handle, look, you can stick it up in there, I've immediately got a peak. So that's not quite what we want, we want to make this look like a volcano.
So we'll just lower that down a little bit. We can use, in the properties tab, we can use this fall-off curve to shape this gradient. If I bring this knot down, you'll see, look, it's lowering it to the point where there's nothing there at all. So let's leave that there. I'm going to add a point by holding Ctrl and left-clicking, and then if we lift this up, look, we're getting the bump there. So we want maybe something like that. Okay, and then on this knot, let's just pull our handle out a bit so we're getting that middle indentation like that. And then we can lift this knot up so it doesn't go down as deep. So something along those lines is looking pretty good.
Now we can obviously make adjustments to this as we go, but what I'm going to do is leave it at that for the time being. Let's move this one across so we've kind of made this crater. All right, very good. So now I'm just not quite happy with that, I'm going to move that in a little bit further, something like that. So now what we're going to do to add a bit more detail to this, I mean you can look just with a noise and a gradient, we've got something that's looking pretty cool, but we're going to make it look better. We're going to use some erosion.
So we'll go to our TF Terrain, I'm going to add an operator, and we're going to add an erosion filter. Now this erosion filter does loads of different things, it does five different eroding effects. We don't want thermal weathering. We're going to use what simulates the effect of rain eroding away landscapes, hydraulic erosion, and we're going to use the 2D version. There's an X-Particles one which is a full 3D solve which is brilliant, but there's also a 2D one which is much faster and you can get good results. So I'm going to click on that.
And just as I click on it, look, you can see we've got these channels that have been eroded into our landscape. Now we're going to adjust this. At the moment it's raining all the way across our landscape, and those particles are, there's 10,000 particles it's simulating, and they're living for 30 frames, and they're kind of cascading down the slopes and eroding it away. We only want it to rain on the higher bits. So we can do that by coming down in the properties tab to the filter, and look, rain everywhere, let's change that to 'above,' and then let's say above maybe 30 centimeters. And now it's only raining at the top. We could even go higher than that, let's go to 50 maybe.
Okay, that's looking really good. Now what I often like to do is have one erosion to get the base bit of erosion done, and then I'm going to hold Ctrl, drag, and copy that out. And now we've got two, and the second one, the particles are going to fall down the channels that were made by the first one. And it's already looking pretty awesome just on default. We could perhaps up the particle count of the second one, let's put 30,000 particles.
And look how much it's eroded it. So you get these channels, but you also get these kind of flat deposit areas where it's kind of brought all of that silt down and then deposited it at the bottom. So that's excellent. And you can really see it in the middle of the crater, look, it's created this flat deposit area here with this steep ridge. So we're just about done now. The only problem is now is that we want to simulate our grains inside here, but this is a big ridge, so we need to flatten this out. So how might we do that?
Well, we're going to use another filter. That's the beauty of Terraform, you can create your landscapes and then filter them and adjust it to your heart's content. So let's bring out a TF Curve, and this works in its default, look at the effect it's had. And it works like a contrast curve if you're used to using After Effects or Photoshop. So let's just right-click here and put this on a linear spline. So with a linear spline, this curve is doing absolutely nothing at all, it's exactly the same as if it wasn't on.
But then if we start adding contrast, let's go to this point here, and let's make it easy ease, we can start adding a bit of contrast, and look, it's flattening those lower areas. So that gives you loads of control. Let's put that back down to a linear. So what we're going to do is we're going to take both of those to the bottom, which means we now have no altitude at all. Select them both, and we're going to lift it up. So now they've all been lifted. So why are we doing this? This looks odd. Well, now we can localize the effects of this to just that bit within inside the crater, and we'll do that by masking.
So we'll go to the masking tab, and what we'll do is we'll use a field, and we're going to use a cylinder field. Let's bring it in, and now it's only using that curve inside the field. So look, that's the width of that field, it's pretty much spot on, isn't it? And then let's increase the inner bit, something like that, take it in. All right, and then let's just make the fields invisible. So if I just deselect this, it'll become invisible. Right, so now we have got that, that's looking good. It's looking a bit odd admittedly, so now what we can do is go to our curve, to the operator, and just remove some of the blend. And look, we can bring back in the original detail, or we can blend it out, and we're kind of flattening that off. So that's looking really cool. And I'm just going to lift it up a bit so I can see, and I could faff around with that for ages, but we'll just leave it as is, that's going to work okay for us. So now we have a flat bit where we can do our sim.
Excellent. So now that's our Terraform sorted, what we want to do now is start doing our granular sim inside of this little crater we've made. We're going to be using Nexus for this, which will be using the GPU, and what we need to do is we need to create some collision geometry that's less polygon heavy than this. If I hit ND to show the lines, as far as a terrain goes, it's not particularly dense this mesh, but for a collision object, it's having to calculate an awful lot of polygons. So what we're going to do is we're going to make a collision version, a collider version.
Before we do, we've got one more thing to do actually, which is going to be important. If you have a look at our shot here with the blue particles, the blue particles are static, they're not simulating, and we need to spawn them on this terrain. And we're going to use a filter to get them to be spawned in these grooves. So let's set that up before we do this collision object. So we'll go to TF Terrain, we'll go to the erosion filter again, but this time we're not going to do rain or thermal weathering, we're going to do snow. And look, can you see that? Snow has been dropped in these grooves. And if we reduce the radius, we can make less snow. And I think that's looking pretty good as is. So what we're able to do with snow is, look, we can output an erosion map. And that means if we click this, we go to the terrain, look, we've got this vertex map now, and I click on that, we're outputting a vertex map. And later on we're going to be using this vertex map to spawn our static particles.
Excellent. Right, so now we've done that, let's think about making a collision object. So we're going to right-click on our TF Terrain, and we'll current state to object. So now we have a poly version, and I'm just going to Control-click and steal that vertex tag and stick it on there. And then I can now switch off my TF Terrain, and we're dealing with our polygon version. Okay, so now I'm going to make another copy, so one's going to be our terrain for the beauty, and the other we're going to turn into our low-poly one.
So we're going to do that with another INSYDIUM tool, and this one is within the mesh tools, and this is our brilliant remesh tool. So let's bring this in. And the reason why this remesh is so good for making these bits of collision geometry is that we get this triangulated mesh. And Mike, I need help, I can't remember how to pronounce it again.