World Machine 3D Terrain Generation Software

Simulate, Don’t Sculpt

Realistic procedural terrain, built for technical artists.

Shape fractals, simulate erosion and rivers, then export production-ready heightmaps, masks, and PBR textures to Unity, Unreal, Blender, and more.

Windows  ·  macOS  ·  Linux

New in Dragontail Peak 3D VDM terrain (overhangs and cliffs), a rebuilt interface, native Mac and Linux support. See what’s new

Simulate real erosion

Start with a raw fractal terrain and let erosion do the rest. World Machine carves gullies, cuts ridges, and deposits sediment where it naturally collects.
In Dragontail Peak, erosion isn't limited to heightfields anymore. It can carve cliff faces, underhangs, and caves.

Terrain after erosion simulation After erosion
Raw fractal input before erosion Fractal input

Wire it up

World Machine builds worlds from a node graph, not a brush. Wire together generators, filters, simulations, and outputs. Change one parameter upstream and World Machine recomputes everything after it, automatically.

  • 100+ devices: fractals, erosion, rivers, masks, and outputs.
  • Non-destructive: tweak any node and re-resolve. Full edit history kept.
  • Reusable: turn any network into a macro and drop it into the next project.
A World Machine node graph building a world

What artists say

World Machine gives us the power to create very realistic terrains in a short amount of time. Its erosion filters are the best I have seen, but also give a lot of control over the final look.
Kenny Lammers Technical Art Director · Microsoft Games Studio
World Machine was instrumental in creating the terrain for our Supersonic Sled demo — a very large, natural-looking landscape with enough control to place canyons and hills exactly where we needed. It handled all of that beautifully.
Steve Burke Demo Team · NVIDIA
World Machine has allowed me to quickly and efficiently create massive game areas. The feature set and workflow get better with each release — a must-have tool for any environment artist.
Jordan Edell Senior Artist · Specular Interactive
I have used World Machine on a number of film projects and find it an invaluable asset for environment creation.
Jim Bowers Digital Matte Painter
We can not only create height maps, but alphas for our terrain paint layers as well. This saves a bundle of time, with results that look more detailed and professional.
Rebecca Shearin Senior Environment Artist
I have been using World Machine since version 1.25 and haven’t found anything else that can compete for ease of use, versatility and stunning results.
Pete Swoboda 3D Designer

Deeper in the toolbox

Erosion is World Machine's best known feature, but there's a lot more in the toolbox: rivers and lakes, tiled builds larger than memory, a high performance 3D viewport, and over a hundred devices for building complex terrains.

Carve rivers that flow

Draw the course with the River Tool, or let Create Water find it. World Machine cuts the riverbed, forms lakes where geology calls for them, and gives the channel the riffle-pool sequence a river of that size should have.

The river tools →

Build at world scale

Tiled builds generate terrains far larger than memory: entire continents at full resolution, which World Machine writes out as engine-ready tiles instead of one capped heightfield.

Tiled builds →

Keep the good graphs

Wrap any device network into a macro, version it, and drop it into the next project. The redesigned macro system ships with the Dragontail Peak release.

Macros & versioning →

Your engine does the rendering.

World Machine supplies what sits underneath: geometry, heightfields, flow and wear masks, material coverage, and PBR textures. Build at the resolution you need. If the world is larger than memory, write it as tiles.

The source data

Heightfield · VDM · Mesh .r16

Heightfield · VDM · Mesh

Heightfields where they fit; VDM or meshes for overhangs and detail.

Flow, wear & talus .png

Flow, wear & talus

Where the water ran, and how it shaped the terrain along the way.

Coverage masks splat

Coverage masks

Per-material weights for the terrain shader.

PBR textures pbr

PBR textures

Albedo, normal, roughness, metalness, and AO.

Exports to RAW · EXR · TIFF · PNG · TER · OBJ... anything that can use a heightfield or mesh

Release History

What's new, what's next

World Machine has generated landscapes you’ve already explored in games and film since 2005. Each release is named after a mountain. Here’s the line, from the beginning to what’s in active development now.

Upcoming Roadmap What’s in Dragontail Peak

2008–2025

8 featured series, 45 releases added water systems, PBR material texturing, and most of the device library people use now.

2008 Foundation

World Machine 2

The breakthrough success that powered AAA terrain generation for a decade+.

2005 Origin

World Machine

Where it began: a good idea and some enthusiasm.

A 3D terrain block built in World Machine

Easier to try than to read about.

The Basic Edition is free for personal, noncommercial work, including the erosion and water tools above.

Buy a license when you need commercial export, higher resolution, tiled builds, or every CPU core.


Windows, macOS, Linux  ·  Indie, Pro, Studio licenses