 Welcome back. Okay, so what we're gonna do is focus on creating the next step in our pipeline and that is to erode the train All right, so we're gonna do this in a separate HDA just to kind of prove the point or understand more of the idea behind PDG and creating your pipeline with top networks Alrighty, so let's jump up and out of our top network here and let's jump back into our SOP level HDAs and what I want to do now is I want to create the HDA that handles everything that is you know related to erosion and slumping and stuff like that. So let's drop down a file note so we can get access to the Output so I want to come up here and say at PDG dash or underscore output like so and the reason why I want to do that is because I want to be able to test You know at this at this phase in the pipeline at this step I want to be able to work with the current data that's coming out of the current step in the my top network Hopefully that makes sense. Definitely. Yeah, you know, let me know ask me questions stuff like that More than happy to answer as fast as I can. So let's drop down a subnet now like so And let's feed in the result of this file note into that first input there And the reason why I want to do that is because when I go and create a digital asset out of this And let's actually give it a proper name. Let's call this IP road terrain like so Okay, I'm gonna right click on this guy and Turn it into a digital asset Like so All right, so then we also need to make sure that we put it into our project folder So I'm gonna put it in my HD folder. So everything is located in the same location hit accept and Now we can go and start to add some parameters if need be but the cool thing is that when we did that with The file note already hooked in Houdini recognize that and automatically set our maximum input maximum input minimum and maximum inputs to 1 and our maximum output to 1 All right, which you don't necessarily need but it's it also doesn't hurt it either. So Cool. So there we go. We now have our hdcrated. So let's start to work with the erosion now I'm gonna obviously keep all this really basic because we're just really stubbing in the steps of our pipeline so I'm gonna go and double-click on this guy and We are gonna drop down and erode node like so And I'll just run some really basic erosion on this. All right Cool, so here we go. I am going to set this to something like 10 And then I'm gonna drop down our timeshift node so I can control the amount of frames There we go timeshift So I can control the amount of frames Independent of our timeline and this is you know great for when working with erosion inside of the Houdini engine So let's decouple this by holding down control and shift and clicking on the label up here And I'm just gonna set this to something like 10. There we go And you'll notice that that right off the bat will kick off the cook for the erosion So once this erosion pass is done, I will be right back All right, so we finished our erosion, so we're all good Let's actually go up to the erosion node and turn off the visualization. I don't need any of that stuff All right, so you know not the best erosion in the world But all we need is to get something up and running for our tests. All right, cool So let's go in and add a slump to I always like to do that and what I'm gonna do is drop down a feature node So we're gonna mask by feature There we go cool And I'm gonna wire those guys in there like that and wire that guy in there So for our feature node what I want to do is I'm gonna go and hide all other objects I can see my mask appropriately and I want to go and Select, you know something like this based on slope here. I just want to slump some of this stuff here All right, so we'll just feed that into the slump node And it'll use that mask basically to move a bunch of debris down to the bottoms Very cool. All right, so you start to get much more natural looking terrain with this Especially when you do it a couple times, but I'm just gonna leave it just on a single for now because I really just want to get This whole system basically stubbed in So we can start testing out the PDG network inside of unity. So I'm gonna say out erosion And there we go All right, probably clear the mask too not necessary, but just for You know completeness. So let's do a mask clear here. There we go Yeah, much better So you can see it's starting to pile up, you know, some dirt down in these crevices here So very very useful node. Like I said, I usually run a few passes on that stuff So let's jump up and out and we're gonna right click and say save node. All right And we are going to go jump back into our PDG landscape HDA that has the top network in it and I'm going to create another HDA processor So this time I'm just going to pull it from the history here And we are going to wire this guy in there like that and wire that into the pipeline end And let's call this terrain erosion Awesome And I'm also going to set the final flag here. So this is the final cook node or the final cook output All right, so we really just need to do the same process now. So let's go and find our HDA and that's in our project here So we want to get the erode terrain HDA very cool And now you'll notice that the HDA parameters hasn't actually shown itself and that's because we haven't exposed anything yet So let's go and do that really quick. So let's go and add. I don't know like our frames or something like that So let's go to our timeshift node and drag and drop out the frames. This way we have control over the erosion time All right, cool. Let's just say we have zero erosion for the range Or maybe up to something like 50 and let the user decide But we'll keep our default right here to 10 All right, so let's hit apply and accept Very cool And then we just need to save our node that way we get the changes inside of our top network All right, so let's say update HDA parameters and there you go. So now you get your HDA parameters exposed Very cool. So now we can add that to our HDA parameters up here. So I'm going to drag out a new folder and call this erosion Like so and then drag and drop the erosion time slider Into that folder and hit apply and accept. So now it's hooked up Cool All right, so that is that We are good to go. So one thing that we need to turn on Because this particular SOP HDA is requiring an input. Okay What we need to do to make this work in PDG Is to make sure we turn on this create file SOP inputs And we only need one input. So we just have to keep just one input in there If we had two we would have to put in two All right And then we could always, you know, rename the output file name, but I'm going to leave it out the default Just so you guys can see how PDG works, you know, right out the box All right, we're not going to do that much customization just yet All right, so with that we are good to go. So let's go and cook this node So the hot key on the keyboard is shift V. So hit shift and V as in Vine And there you go. So what it'll do is I'll cook the whole network for us here And I'll be right back when it's done All right, so we finished up. So let's take a look some of the stats here So I'm going to double click the work item here a little dot And wait for the information to come up and you can see it took about 60 seconds for that to cook And we brought in the input From our terrain generator and we output our terrain erosion. So everything's working great And if we go and check out our PDG dur, so let's turn that off. You can see that our PDG vis sorry Is displaying our eroded terrain now All right, because that's the current output that we have selected Pretty cool stuff Okay, so with that we are now good to go for the next lecture So what we're going to do in the next lecture is focus on getting Some terrain layers Generated and getting this hooked up so that way when the terrain actually gets output inside of unity it comes with all of its terrain layers and It's splat maps and you know some textures already assigned. Okay. Thanks so much