Thanks for watching everyone! Gaea 2 looks incredible! Learn how Quadspinner was formed and Dax's wild life in the full interview here: th-cam.com/video/9wbWhuWJq1o/w-d-xo.htmlsi=cax2KPV16E96_W9P
It's good that Quadspinner are focusing just on terrains, as yeah, there are other programs that are good for other niches. SpeedTree Is good for procedurally creating flora, no point recreating the wheel and making GaeaTree.
I want to see they make multi landmass tiles. It's similar to multi tiles in export option, but they allow to work with multiple landscapes in one scene and can stitch together to make even more massive landscape and should have a way to bake or freeze a none working region to boost some performance.
Fun interview! Definitely a good time watching Dax nerd out with a cool dude! This was the quickest interview. I know it's over 30 minutes but DANG... it only felt like a few minutes.
In hope that someone at quadspinner reads this : You can create overhang using just geometry and heightmaps maps on a flat plane, if you change the geometry normal of the plane.
@@crucicrix5011 I had it working in houdini at some point but then I think there where some alterations in where the dispacement direction is taken from or the order in wich they are aplied.
great interview, can you in the future ask if they will look into including a special experimental node that uses generative AI for generative AI heightmaps
This is great, but when can we expect full documentation for Gaea 2? There's literally nothing there at the moment, which is a bit of a disservice to new customers.
What is the texture quality up close for the rocks and all the surface material/textures actually? Or is there just simple color information for creating a colormap, and then you have to set up detail textures on the material in like UE for the different surface material layers and import the masks as weightmaps for everything?
Gaea need a good documentation, iam glad i heard that the super terrain with all biomes mentionned in 27:15 will be released with full documentation, i always get frustrated when i go on the website and i find nodes that have no explanation text, it shouldn't be that hard to do, specially for the guy making the software, i think still to this day the documentation is incomplete.
I am having a hell of a time creating a slope mask to use in heightmaps for Unreal. The idea is simple: use a slope mask fir sharp angles like cliffs, etc. Do you have any insight on how to do this cleanly? Used to work in 1.0...
I personally don't use Unreal, but I have people in the discord that do. Raul could probably help. Are you not able to export out he slope mask? I haven't tried 2.0 yet, I was able to do it with the older version. If everything fails, you can bring it into houdini and get it. They have a nice gaea/houdini workflow
Good interview, thanks. I've been playing around with UE5 PCG for the past few weeks, and all this sounds like a match made in heaven. Do you know, if I purchase Gaea 1, will I get access to Gaea 2?
Imagine the day when we'll have an AI capable of recreating the entire earth procedurally using satellite data as reference and outputting procedural data in a format such as Gaea. That would be the holy grail.
download free version and mess around. See what it can do, learn the nodes, understand the principle. You can buy the full version later if you decide you need it in your work
It will be a good tool for front ground shot? I mean we never see shots from camera close to the terrain, i’m wondering if it’s the tool for that. I guess houdini still better.
Whats the status of Gaea 2? Its to be released end of Q1 and EA should happen about two months before that. Q1 ends in two months... There is no news no info anywhere
You set a frequency rate and you get shapes and sizes... What would the quantum scientific world think about that, as some states the same that happens in here, others states that is the other way around, that matter changes frequencies, and which actually sounds akwards, and others say is both things.
im not using gaea to make textures. i use substabce designer for that. it smid boggeling to me that they have sorted working with tiles, you can only work with 1 tile then export that tile sout. but people are working with imported tiles. to set up the world. then export out the tiles
Thanks for watching everyone! Gaea 2 looks incredible! Learn how Quadspinner was formed and Dax's wild life in the full interview here: th-cam.com/video/9wbWhuWJq1o/w-d-xo.htmlsi=cax2KPV16E96_W9P
not "Guy-eeh-ah"
I kept blowing my mind the whole video, Dax is a certified wizard of digital terrains
Hahaha that was my reaction 🤣
It's good that Quadspinner are focusing just on terrains, as yeah, there are other programs that are good for other niches. SpeedTree Is good for procedurally creating flora, no point recreating the wheel and making GaeaTree.
They're making smart moves 👍
I want to see they make multi landmass tiles. It's similar to multi tiles in export option, but they allow to work with multiple landscapes in one scene and can stitch together to make even more massive landscape and should have a way to bake or freeze a none working region to boost some performance.
Fun interview! Definitely a good time watching Dax nerd out with a cool dude!
This was the quickest interview. I know it's over 30 minutes but DANG... it only felt like a few minutes.
It was awesome talking shop! Check out the full interview to hear about his life. Fun stories!
@@atmovfx Most certainly!
But Dylan, we would like to have more tutorials coming from your channel as well. It has been a while now 😀
As a unreal engine dev "in training" this is absolutely amazing. Hope we get some more tutorials and courses for these new tools.
so excited, those rocks/pebbles look amazing
Right?!
In hope that someone at quadspinner reads this :
You can create overhang using just geometry and heightmaps maps on a flat plane, if you change the geometry normal of the plane.
Are there any videos showcasing this by any chance? I'm terrible at following instructions from text alone 😅
@@crucicrix5011 I had it working in houdini at some point but then I think there where some alterations in where the dispacement direction is taken from or the order in wich they are aplied.
great interview, can you in the future ask if they will look into including a special experimental node that uses generative AI for generative AI heightmaps
Bring on desert ripples! Still have not had much luck making these in the terrain and they look great here!!
Right?!
This is great, but when can we expect full documentation for Gaea 2? There's literally nothing there at the moment, which is a bit of a disservice to new customers.
Maybe this will help blog.quadspinner.com/gaea-204/
What is the texture quality up close for the rocks and all the surface material/textures actually?
Or is there just simple color information for creating a colormap, and then you have to set up detail textures on the material in like UE for the different surface material layers and import the masks as weightmaps for everything?
Is it possible to move around nodes with a gizmo to move individual mountains? Cheers!
Volcanu was painful enough, but Giarrhea was driving me nuts. :D
Gaea need a good documentation, iam glad i heard that the super terrain with all biomes mentionned in 27:15 will be released with full documentation, i always get frustrated when i go on the website and i find nodes that have no explanation text, it shouldn't be that hard to do, specially for the guy making the software, i think still to this day the documentation is incomplete.
He'll be releasing full demos of how it works
@@atmovfx thanks for your work, really in depth video :)
Is the Gaea 2 not out yet?
I am having a hell of a time creating a slope mask to use in heightmaps for Unreal. The idea is simple: use a slope mask fir sharp angles like cliffs, etc.
Do you have any insight on how to do this cleanly? Used to work in 1.0...
I personally don't use Unreal, but I have people in the discord that do. Raul could probably help. Are you not able to export out he slope mask? I haven't tried 2.0 yet, I was able to do it with the older version. If everything fails, you can bring it into houdini and get it. They have a nice gaea/houdini workflow
@@atmovfx Thanks. It's not that I can't export the mask, but it exports funny and is not mapping correctly... blargh
@@Preirin is it upside down?
@Dax does this mean we can now take the terrain space that a, say Village asset has and make that usable in a larger world?
Very interesting! Looking foreward to it 😊
Gonna be a good one!
Good interview, thanks. I've been playing around with UE5 PCG for the past few weeks, and all this sounds like a match made in heaven.
Do you know, if I purchase Gaea 1, will I get access to Gaea 2?
30% discount only
Very very interesting, well done Dax you da man.
He is!
cant wait to try it
coming soon!
Imagine the day when we'll have an AI capable of recreating the entire earth procedurally using satellite data as reference and outputting procedural data in a format such as Gaea. That would be the holy grail.
Gaea 2 is already here or how do I get early access? Looks Amazing!
cool!
can you use a rectangle instead of a square to start?
So, when is it due to be released? Also, is this channel new? Why only 304 subs!?
About a year old now! Hopefully it'll grow! 😅 I'm assuming once he's done making the tutorials. I know others are testing it out now and loving it!
@@atmovfx Awesome! Thanks!
Are there any tools that can fix the Heightmap Stretching issue in Gaea?
Will Geae 1 projects be compatible with Gaea 2?
Well.... 10 months later and we're STILL waiting for Gaea 2.0. =(
@@JimDHart it's coming! Dax has been sharing super cool stuff on his LinkedIn
Gaea 2.0 is releasing 31 July so today...
Is it worth starting with Gaea 1 now if i have no experience of it or should I wait for Gaea 2 if it has been totally redesigned?
wait for gaea 2
download free version and mess around. See what it can do, learn the nodes, understand the principle. You can buy the full version later if you decide you need it in your work
If they ever decide to add a layer-based system in Gaea 2 (not the biggest fan of nodes), I'll be more locked in than I ever have been in my life.
amazing stuff here
Thanks!
@@atmovfx what's with the mispronunciation?
It will be a good tool for front ground shot? I mean we never see shots from camera close to the terrain, i’m wondering if it’s the tool for that. I guess houdini still better.
Typically in film the FG is sculpted, uses assets, and scans.
Hi. If Gaea going to be for Linux?
Whats the status of Gaea 2? Its to be released end of Q1 and EA should happen about two months before that. Q1 ends in two months... There is no news no info anywhere
yeah, would be nice to have some status update. I hope we will get EA this month and there wont be delay
You set a frequency rate and you get shapes and sizes... What would the quantum scientific world think about that, as some states the same that happens in here, others states that is the other way around, that matter changes frequencies, and which actually sounds akwards, and others say is both things.
I want real time scultpting
im not using gaea to make textures. i use substabce designer for that. it smid boggeling to me that they have sorted working with tiles, you can only work with 1 tile then export that tile sout. but people are working with imported tiles. to set up the world. then export out the tiles
hopefully multi biome is first class, tired asf of managing 10s of combine nodes and 10s more seperate masks and relationships...
Sand rippling looks still too generic, too true to the voronoi pattern. I would love see a better sand rippling.
"Guy-eeh-ah" 🤦♀🤦♀🤦♀
For completeness, it's 'Guyuh'
its not gona work nee to be able to work on mulible tiles.
How big are those scattered rocks? 10cm? 1m? 1km? The environment looks huge and rocks are tiny. What's the scale of this scene?