World Machine: The Leading 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
▲ 3.2825 km  ·  4096²

Real erosion, not just a noise filter

Start with your raw fractal noise, then run the erosion simulation: Valleys are cut, ridges cleaved, sediment carried downhill and deposited.
In the new Dragontail Peak, that erosion can even carve in 3D. Drag to compare.

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

Guide the process

World Machine is a node graph, not a brush. Wire together generators, filters, simulations and outputs, and the whole world recomputes live. Change a parameter upstream and every downstream result re-resolves.

  • 100+ devices: fractals, erosion, rivers, masks, and outputs.
  • Non-destructive: tweak any node and re-resolve. Full edit history kept.
  • Reusable: package any network into a macro and reuse it.
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 where most people start, but there's much more available. Water systems, tiled terrains larger than memory, visualizer tools, and much more.

Carve rivers that flow

The Create Water and River devices route hydrodynamic flow through your terrain: lakes, riverbeds, and riffle-pool sequences that sit believably in the land.

The river tools →

Build at world scale

Tiled builds generate terrains far larger than memory: entire continents at full resolution, rendered out in engine-ready tiles instead of one capped heightfield.

Tiled builds →

Reuse everything you build

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 →

Data for every engine.

The beauty shots come from your engine. World Machine generates the source data underneath: mesh geometry, heightfields, texturing masks, material coverage maps, the usual PBR outputs. Build the world once, and the same data drops in native wherever you create, at any resolution, tiled for worlds larger than memory.

The source data

Heightfield · VDM · Mesh .r16

Heightfield · VDM · Mesh

Terrain geometry

Flow, wear & talus .png

Flow, wear & talus

Where water ran, sediment settled, and slopes shed.

Coverage masks splat

Coverage masks

Drive per-material weights for texturing.

PBR textures pbr

PBR textures

Albedo, normals, roughness shown

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

Release cadence

What’s new, and what’s next

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

2026 Current

Dragontail Peak

Terrain with overhangs and cliffs, a rebuilt interface on a new design system, and native macOS and Linux support. One of the largest updates in World Machine’s history.

Release notes
2025 LTS

Hurricane Ridge

A new erosion model, and a rewritten simulation core that made erosion up to 100× faster at high resolution.

Release notes
2008–2025

8 featured series, 45 releases adding new tools like water systems, PBR material texturing, a huge base of primitive nodes and more.

2008 Foundation

World Machine 2

The breakthrough success that defined 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

Better terrain awaits. Get started for free.

The Basic Edition of World Machine is free for personal, noncommercial use.
Upgrade to a full license to access all of World Machine’s advanced features.

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