 All right, so let's keep going with our landscape here and get some more layers going All right, so I'm basically going to repeat the process But what I want to do is just walk through other layering techniques. So let's drop down another Feature node. So we're gonna say height field mask by feature. All right, and I'm gonna drop that down like so and What I want to do for this one is the rocks So I'm kind of building this in a logical order. So it's kind of like dirt and sediment then the rock and then you know grass grows on all that stuff and Then we have snow on top of all that stuff and then you know more detail oriented stuff on top of all that All right, so what I want to do for this one is build the rocks. So this is going to be the rock layer okay, and let's go up here to Mask by slope and I want to get rid of that little guy because I want the full range at that the tail in there and We really just want to get a certain area where you know basically Only like bushes or maybe some really tough trees can grow In this case, you know a lot of these slopes are covered in trees But what I want to do is expose a little bit of rock All right, and so it's basically what we're doing here So I'm just gonna make a nice little rock mask Now if you if you get too many of these little jaggies here You can always smooth out the radius. So if you do something like for you can start getting rid of a lot of little tiny stuff that you don't really need All right, that really comes in handy when you bring it into Unreal or unity? So that's pretty good. I think again, it's all adjustable. So We can change it later. I just kind of want to get things all set up Now one thing I do want to do is I want to remove all the little streams as well from this layer So I'm just going to jump into the hills layer and get this streams Mask that's what we'll call it. So I'm just going to copy this guy and put it right below The rock layer so you remove all of the the streams from This as well and I actually Copy the the wrong one there. So I wanted to actually get so this is the actually node where we create the mask so create mask or create layer here and This is the streams Mask like so All right, so let's copy that one and let's put her below the rocks again. There we go And now we're subtracting out all the streams from those rocks because we're gonna put some like You know sediment or something like that on top of that That's the stuff that just kind of is constantly flowing on top of the rocks, you know all year long All right. So with that, let's drop down another layer Copy node. So we'll do a copy layer go Put that down there and we'll take the current mask and we'll send it to a rock Layer so now if I were to hit this little info button We have rock cool So let's bundle all that up. So I'm gonna hit shift C on the keyboard Like so and then we'll call this the rock layer Very cool and pump that into the result now inside of our cop network. We need to go jump into it Because we need to update the layer. So I need to come into this sop import here Go to the sop tab and say set planes from sop So we get the rock layer there So now what we can do is we can kind of just keep adding on to this is why it's actually kind of cool little system For this type of work at least so I'm gonna get rid of this base color node and just pass in the previous layer and Why are that up there? Cool, and we'll call this our rock color There we go. So by copying all that stuff, it just saved ourselves a ton of time Now we're basically just gonna do that for every single layer because really we just want to change the color here So let's actually save our scene and Let's go into the composite view so you can see now We've got this rock color stuff going on here and what I need to do inside of this base layer For this composite node, so this is gonna be the rock layer. I should call this All right inside of this composite node. I need to tell it to use a different mask All right, so currently it's just using mask. I want to actually use the rock and This one was working, but we should have actually switched over to hills. There we go All right, so One last thing I like to do I hold down alt on the keyboard and then I just click on the wire That way I can just keep this nice and clean at really dislike having, you know, my Node wires crisscrossing each other. It just makes it really hard to read the whole network So just a quick tip there. All right, so for the rock color I want to pick something kind of warm like a warm color here, but I want to desaturate it a lot Make it maybe a little darker Yeah, I think that'll be cool. So let me just save that and now everything will work because we've got all the major structure in place so if I just go back to the scene view and Go back up one step there and just turn on my quickshape node. You can see now we have rock on our Landscape and the streams and stuff like that are cutting right through it Pretty cool stuff. All right, so now let's move on and let's actually set up the grass for all this stuff All right, and so to do that I'm just going to copy my subnetwork here Because we kind of have all the information that we need and if we need to add anything we will But we can actually utilize all that stuff. So I'm going to call this the grass layer All right, and why are that in and I'm doing this because I just honestly don't want to Constantly go and create new nodes all the time especially when I'm just doing the same process over and over again So that's why I'm bundling them up into these little Subnetworks so I can just re-utilize all that stuff. So I really want the grass, you know to not be where the rock is All right, so really quick way to do this. We could just invert that mask Now we have, you know, all of that particular Data, but what we need to do is we actually need to also remove You know where all the other sediment was from our original base layer mass that we had for the hills so what we can do is we can actually Grab that particular Mass that we had. All right, so to do this what I'm going to do is drop down a copy layer node So we're gonna do copy layer. So height field copy layer. This is really useful to do so you're not, you know Having to redo a lot of extra steps that we already have all that data. So how do we get that? Mask and so what I want to do is I want to take The source information from that hills mask. All right, and I want to send it into our mask now All right, so there we go. So now we have it and so I want to layer that over my current grass layer So this is where all the grass this is where I'm saying all the grass is going to go Okay for my particular landscape and I want to basically blend these two so that I subtract All this information. Okay, so let's drop down a layer so a height field layer node like so and You can see what we have this turning the layer and this required base turning so our base turning is our grass layer We want to layer in our Hills Mask. All right, and we want to basically subtract them and I want to make sure that I just put mask in here All right, and What we want to do is actually invert this guy Right here so really quick way to do that to invert a mask on a terrain is To drop down a wrangle node. So we need a volume wrangle node. Whoops So let's do volume wrangle, there you go And we're gonna say that at mask is equal to one minus at mask Super quick and easy to do All right, so let's go and do that And there we go We now have Where we want the grass to be now we can obviously go and You know change a lot of these features as well So we can make it you know a little bit more fuzzy so maybe the grass is kind of growing over the rocks a little bit You know so it's up to you. All right, so a couple cool little techniques there to you know just helps speed along your your masking Workflows. All right, so I'm gonna get rid of the streams mask because it came in with our Hills Let's go and also do a height mask So I want to do a feature a mask by feature node here and I'm going to subtract a Little bit of the grass as it reaches a particular height So let's go up here and let's do a subtract again. Okay, and I don't want to mask by slope I want to mask by height right here and let's actually compute the range All right, and I'm gonna get rid of this end of the The ramp for a height because I'm really just interested in where parts of the grass might you know run out of Oxygen as it gets as the elevation gets too high on these mountains the grass is basically gonna stop growing there so I'm gonna put the min height to zero and I'm going to adjust This particular height mask until it's all the way right right down here something like that That's pretty cool. Maybe a little higher there And then you could you can adjust the fall off of that as well So you can pull this little guy there and I lost it. So let's pull this down again. There we go There we go So basically I want to remove that particular portion from my grass mask So I'm going to invert this particular mask and now we have the area where we want the grass to be cool So let's pass that into our copy layer node here and our mask now is gonna become a grass Just like that All right, so now we've got our grass layer. Let's go into our Cop network and set it up. So again all we need to do is copy these two guys hold down alts and left click and drag Now we're going to change that base layer right there and I'm going to wire this into the final results Just organize it a little bit and we'll call this the grass color and then Organize my wires over there very cool. And let's just give this a grass color now and Then inside of the composite node change the mask Over to oh, we forgot to go up to the sub node. So we need to Again go to the sub import node and set the planes and Then inside of our composite node. We'll have a grass layer now Voila Pretty cool stuff. All right. So one last thing I want to do before I close out this particular Lecture let's just call this the grass layer cool So there we go. So we are on our way and really it just you just keep going on and on like that I I tend to just keep copying my subnetworks. So what I want to do in the next lecture is just do a little bit more Refinement I want to show you guys a couple more things in terms of masking And we're going to go and add in you know Younger trees where these canyons are we're going to go and add some snow on top of this stuff And then we'll move on to exporting all this stuff out. So that way we can get it into Unreal and unity. All right. Thanks so much