Bob0:16
Heat. Heat. Hello there. Right, let's see if we could do a take two and see whether we've got some audio going on here. So, what I'm going to do is carry on talking and if on the chat you can just confirm that this time you can actually hear us talking. Give us a thumbs up and then we can continue with this. Excellent. Sounding good. Thank goodness for that. Well, I think we've done all right. This is about the sixth or seventh Insidium piece and that was the first Gremlin that we have had. So there you go. Right, let's crack on then because I've lost time already. Welcome. Really good to have you with us on this live stream. We've got John Bosley who's moderating in the chat and helping answer any of your questions about the stuff that we are showing. Let's just do a real quick round robin of that chat whilst we are on. We've got the award for the person that's been waiting the longest for this stream to start is Michael Chalapsky who's been waiting for almost two hours in the chat. So hello Michael, Max, Michelle, Chris, Kemo, Dennis who's saying terraforming, let's go. We've got Richie, Alex, Colin, Max, loads and loads of people of you. So as usual, we really appreciate your company. And it is what makes it worthwhile doing these streams. So thanks very much indeed for that. Really great to be with you. So this is quite an exciting live stream for us today because we are going to be launching the Insidium open beta and this is going to be your chance to get involved in the beta. This means that you will get all of the new tools early before they're released. But more than that, it means that you can join us on the development journey and help us out with the development of these brilliant, cool, and exciting new tools and you get early doors. So, the advantage is you'll be up and running by the time they are released proper. So we're going to be explaining just a little bit later on exactly how you can get involved with the beta. But for now, the first features that are entering our open beta are going to be Terraform FX. And Mike and I are going to walk through some of those. There are some really cool ones. And then obviously more and more features will be added to the open beta as time goes on, including some mega new Nexus tools which we're incredibly excited about. And we've got some brand new kind of workflow enhancement tools which are pretty cool and pretty exciting as well. So that is to come further down the line. First of all, we're going to kick off with Terraform effects. So let's get cracking. I'm going to show you some of these new features and we're going to actually start with me. So, we're going to jump into my Cinema 4D here. And what I've got is a pretty basic terrain here with no material on. Actually, look, it's just a terrain and a couple of noises giving us this nice landscape. Now, what we're going to do is use the new brilliant shader that has been developed to very quickly get something that is looking realistic and very nice even just in the viewport. So, what I've got here is a standard Cinema 4D material on our terrain. Now, at this point, you can do this directly in whatever render engine you are using. You don't have to do it in Cinema 4D standard renderer at all. As long as the renderer you're using can access Cinema 4D shaders, it'll work. So, you can do it live in any of those renderers. I like doing it in the standard renderer because I get immediate viewport feedback straight away without having to have any IPRs open to get the general look and then you can move into whatever renderer you want to use. So, let me stop waffling and let's get on. If I double click in this material, I'm actually going to open it up and then dock my material editor here. And then let's just shut down that manager. So, what we have got is just the color channel active. And I'm going to put in this texture channel this fantastic new shader. So, let's go and go to our Insidium shaders, Terraform effects, and we can bring in the advanced terrain shader. There it is. And it's not quite looking right yet. Let's click on the thumbnail to get the settings. And the reason I docked my material editor is because this shader has this amazing interface that to be honest, it's a shader, but it feels like a kind of a plug-in tool in its own right, doesn't it? And so what we have is a layering system of layering up different ways of coloring this terrain. And it can be simple with amazing effects or you can get really really complex and in-depth with this. Either way works. First, what we have to do is tell it what terrain to reference. So, let's drag in our terrain. And now, straight off the bat, you will see that we've got something that's looking pretty interesting actually. So, what's going on? Well, what we have is this layering system. And by default there is a terrain layer which is driving this coloration of our terrain. And if we have a look in the add layers, there's loads of different types of layers that we can use and we'll look at some of these a little bit later. But the terrain layer has kind of been designed as a bit of a dual layer that you can use just on its own if you want to and even just on its own get some really good texturing effects. So how does it work? So let's open up the layer properties. So this is the properties for our terrain layer. And what we have is we have four kind of terrain data channels. We've got the slope of the terrain, the altitude, the curvature, and then we've got this kind of ambient occlusion. And then there are two noises. There's one called variation and one called jitter. And these are all the default settings. And what's happening is it's automatically blending these different channels and it's creating a black and white map from that blend. If I switch off enabled palette coloring, we just see the grayscale image. That's what's being generated from the blending of these layers. And then what we're able to do is map this color palette to those black and white values. So this is the black, this is the white, and this is anywhere in between. Now, we'll get on to the color palette in a minute because this in its own right is awesome. But let's just switch that off for now. So we've got our grayscale map. So what we'll do is let's just have a look at some of these individually. We'll zero these out. So with it all on zero now it's just returning a white map. Everything is white, nothing else. So let's have a look at slope. What slope does it gives us a kind of a threshold really. So at 44% it's saying anything with a slope of over 44% will be white. So look, all the steep bits are white and anything under 44% is black. And even that in its own right, look at the detail that being able to map to that slope brings out. Looks really cool. So that's slope. Let's switch that one off. Altitude is pretty self-explanatory. Whack it on full. The high parts are white and the low parts are black. If we went minus 100%, it'd be the other way around. The top bits are black and the small bits are white. So that's altitude. And again, pretty self-explanatory. Curvature gives us loads of control to make some pretty cool effects. We switch curvature on, we get this really nice kind of channeling. And again, it's a really good one for bringing detail into the terrain. And this one makes the convex parts white and the concave parts kind of the divots and whatnot black. So that is curvature. Then we've got ambient occlusion, which if you've used ambient occlusion in rendering, obviously you'll know what it is. It's pretty similar to curvature, but it does have its differences. And if we pull down the ambient occlusion has got more options. So if we make this radius really big, you'll see that look, we're getting these only the very high parts are getting the black color and we've got the trenches which are white. If we bring the radius of that ambient occlusion way down, we'll get super detailed channeling. And we can adjust how the quality of it to make it better quality should we wish and the bias. That's ambient occlusion. Let's just switch that one off. So that's our four different kind of bits of data. But then we've got extra stuff we can add on top. We have variation. Now this first variation is like a global noise which gets applied all over the terrain. And this has got a pull down with a scale. So, we can reduce the size of that global noise or we can increase it. And this is really useful for just adding variation in colors and it can be quite subtle variation. So, if you've got a big long grassy area, a huge grass meadow, it's not all just one green, but we get this nice kind of modeling and we get some different shades. So, that's variation. And then the last one is jitter. So, if we switch this on by itself, it just looks weird. It's this very fine noise that gets distributed across the entire map and it obviously doesn't look great. But when this is mixed with some of the other settings in kind of low amounts, it adds firstly it can add lots of really nice fake detail and make your mesh seem more high-res than it is, but it can also be used to kind of blend out harsh transitions between colors. So, that's what jitter is. And then when they are all mixed, we can create these pretty convincing looking terrains. So, if we add a little bit of altitude, now we've just got the altitude data, right? But if we add a bit of slope now, you'll see that we're getting some of that sloping, but the altitude black to white is getting blended on top of that. And that I mean if you were far out you could almost get kind of satellite cloud imagery with that type of look. Just with those two settings then we can start blending in maybe a bit of curvature which brings in some nice detail. And we start getting a look. Let's add a bit of variation, a little bit of jitter to add some noise. And just with a black and white map we have started to get something that looks much more higher resolution than it is. And then once we've got that, we can then enable the palette coloring to then map these realistic palette colors to that black and white map. And we get something that pretty easily and quickly looks fantastic already. Now the enable palette coloring by default is showing this one. And you can see it says countries, Spain, Spain 13. So if we click on this, it opens up this big palette chooser. And you can see that if we click on here, we've got all of these global countries from all over the place. And each one, let's go to India. Each one has got its own set of palettes. So where do these palettes come from? Well, these are realistic samples from genuine satellite imagery. So these are actually taken from areas of this country. So obviously we've got some grasslands or some farmland areas. We've got maybe some of the more mountainous or some of the more remote kind of desert type areas. And you can pick and choose whichever one you want to do for your landscape. So, if we went with a more green one, we get the green effect. Let's open that back up. Another thing that we're able to do is if you right-click on one of these, you can add it to a favorites and then you get a favorites folder. So, it's much more easy to manage. You can also, which is really cool, and this will become a bit more obvious later on, you can export this and it kind of converts it to a Cinema 4D gradient, which means you can then apply it to anything.