# Welcome

Welcome to the official World Creator documentation, your best resource for unlocking the full potential of the world's most advanced and fastest terrain and landscape creation software on this planet.

World Creator is the official successor to the powerful GeoControl, originally developed by Johannes Rosenberg in 2006 - and now re-developed from the ground up by [BiteTheBytes GmbH](https://www.bitethebytes.com/).  The full story of World Creator and BiteTheBytes can be read [here](/world-creator-story).<br>

<figure><img src="/files/fh31kKxDyVpAPGZbbwgN" alt=""><figcaption></figcaption></figure>

\
World Creator is a real-time terrain generator and landscape creation tool. You can use it to create terrains and landscapes for games, movies, art, or just for fun.

World Creator is unique. It was the first terrain and landscape tool to do all its processing on the graphics card, so it did everything in real time. In addition, its workflow is super simple and the tools it provides for creating terrains are outstanding. It is not just a pure procedural generator, but it also adds extremely powerful design capabilities that allow you to create exactly the terrain you want.

The latest version of World Creator has become even more powerful. Everything has been improved (to name but a few):<br>

* New Biome System with procedural distributions, hand-painted biome layers, object support, and dedicated simulations (sand, water, snow, debris, lava).
* Object Importing & Scattering – import custom 3D models, distribute procedurally or manually, with displacement, blending, exclusion, instancing, and millions of objects in real time.
* New Blender Bridge Plugin with direct integration for Blender workflows and GTA 5 Modding Support (FiveM).
* New Licensing Options – Studio License for small teams, limited Lifetime License (including all future upgrades), Loyalty Discount (30%), Maintenance Renewal Discount (60%).
* Included Assets – 140 PBR material scans + introductory 3D asset pack, all royalty free (available for Pro, Studio, and Enterprise).
* New Material System – combines colors, textures, Substance materials, gradients; ZIP import, emissive support, texture rotation/displacement, improved height blending.
* Rendering Improvements – updated ray tracing, volumetric clouds, realistic water, emission support, post effects (bloom, LUTs, tone mapping, DOF), atmosphere haze & fog, camera tools.
* New Ray Tracer Denoiser – highly efficient viewport noise reduction.
* Two new Terrain Filters – Spike Removal and Cliffs.
* New World Scaler – adjust the overall size and proportions of procedural worlds globally (including objects, materials, distributions).
* Scene Layer Category – manually place 3D models, create camera objects; foundation for upcoming light sources, cloud layers, water layers, particle & fluid systems.
* Simple Video Creation – set a start and end point for an instant camera flythrough with high-quality image sequence output.
* LUT Support – apply Look-Up Tables for professional color grading directly in the viewport.
* Additional Improvements – refreshed grid overlay, shape layer masks, improved path tool, R16 export (for Unreal), object presets, better Wacom tablet support.

It is impossible to list and describe everything in detail. We suggest you take a look at our [tutorials](https://www.world-creator.com/en/tutorials.phtml) to get an idea of what features World Creator has. We also regularly release new showcase and tutorial videos on our [YouTube](https://www.youtube.com/@worldcreator3d) channel. You can also join our communities on [Discord](https://discord.gg/worldcreator), on [Reddit](https://www.reddit.com/r/WorldCreator/), and in our [forums](https://forum.world-creator.com/). The Reddit community and the forums are new and were set up at the end of February 2026.

## Jump right in

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>FAQ</strong></td><td>Frequently asked questions from users and customers around the world.</td><td></td><td></td><td><a href="/pages/UzO9jESzzMOvBniqRGYN">/pages/UzO9jESzzMOvBniqRGYN</a></td></tr><tr><td><strong>GETTING STARTED</strong></td><td>A brief introduction, purchase, installation and activation of World Creator.</td><td></td><td></td><td><a href="/pages/Zvukm7MAGL6ooitMTmpY">/pages/Zvukm7MAGL6ooitMTmpY</a></td></tr><tr><td><strong>WALKTHROUGH</strong></td><td>A complete walkthrough, creating an amazing terrain by example.</td><td></td><td></td><td><a href="/pages/Hc2602n7U9ZegthcIod3">/pages/Hc2602n7U9ZegthcIod3</a></td></tr><tr><td><strong>REFERENCE</strong></td><td>A one-to-one UI mapping reference that explains each element in detail.</td><td></td><td></td><td><a href="/pages/oGAPuBBaHmRJslxjvdpC">/pages/oGAPuBBaHmRJslxjvdpC</a></td></tr><tr><td><strong>CUSTOMER PORTAL</strong></td><td>A complete guide to managing users and licences.</td><td></td><td></td><td><a href="/pages/TN2rpClwDiDMqkl40wPR">/pages/TN2rpClwDiDMqkl40wPR</a></td></tr><tr><td><strong>PROCUREMENT PORTAL</strong></td><td>The gateway for all resellers and affiliates with discounted prices.</td><td></td><td></td><td><a href="/pages/S4v9MZIk8oot9x5XEpoA">/pages/S4v9MZIk8oot9x5XEpoA</a></td></tr></tbody></table>


# World Creator Story

### The Beginning – CLODDY

In 2008, three IT students at Fulda University of Applied Sciences founded **BiteTheBytes** with the support of the EXIST funding program. At the heart of it all was a technology called **CLODDY** – Continuous Level of Detail.

It was a clever terrain algorithm that made it possible, for the first time, to display infinitely large landscapes – even entire planets – on ordinary computers. You could seamlessly fly from space down to the surface of a planet, and even jump to the next, without loading times. For its time, that was revolutionary.

CLODDY was mainly used in planetariums and navigation systems, but for us it was just the beginning.

***

### First Contact – GeoControl

In those early years, we met **Johannes Rosenberg**, the creator of **GeoControl**, a terrain generator released in 2006. His software was slow but produced convincing results, and he was interested in combining his work with ours to add real-time visualization.

Years later, fate brought us back together under different circumstances.

***

### The Gathering

Johannes suffered a stroke that left him unable to continue developing GeoControl. He reached out to us, hoping we could take it over. At that time, BiteTheBytes wasn’t in the best financial shape, so buying GeoControl outright wasn’t possible. But we wanted to help – and we also believed in the potential of his work.

So we formed a partnership: we would take over the software, continue its development, and support its community, while sharing revenues with Johannes. This was the seed that grew into **World Creator**.

***

### World Creator 1

The original GeoControl brand had already lost its reputation, so we started fresh. **World Creator 1** was born – a stable and robust product, but built on Pure Basic, which made it slow.

At the same time, we had internal struggles. One of the founders left in 2011, but we gained a key team member: **Timo Armbruster**, now our CTO. Together, we relaunched the product, won back many old customers, and laid the groundwork for what was to come.

***

### World Creator 2 – The Unity Era

We knew speed and real-time feedback were essential. So we turned to GPUs – and to the Unity engine.

In 2015, **World Creator for Unity** was released on the Unity Asset Store – the **first GPU-based terrain generator ever**. It was an immediate success. Suddenly, the entire gaming industry was paying attention.

In 2017, we launched **World Creator 2 – the standalone version** for Windows and Mac. It was even more successful, but using Unity as the foundation came with limitations. World Creator felt too much like “a game disguised as a tool.” To go further, we needed to build everything ourselves.

***

### World Creator 3 – Lessons Learned

In 2019, we began developing our own engine, renderer, and UI framework – all from scratch, based on C# and Vulkan. The result was **World Creator 3**.

And honestly? It failed. The UI was clunky, the workflow confusing, and many users didn’t want to leave WC2 behind. Add the stress of the pandemic, and it was a tough time.

But we’re stubborn. We’re nerds who’ve been coding since childhood, drinking way too much coffee, and living for this project. **World Creator is our life’s work.** Giving up wasn’t an option.

***

### The Comeback – World Creator 2023

So we tried again. We redesigned everything, and added more features. The result was **World Creator 2022.x** – and the community came back.

***

### World Creator 2025 – A New Era Begins

With **World Creator 2025**, we’ve brought everything together – all the strengths of World Creator 2, plus years of improvements and new ideas. The result is the most complete, stable, and powerful version we’ve ever built.

And it’s just the beginning. This version lays the foundation for what’s next:

* Hardware Ray Tracing
* AI Generation Support
* An improved renderer with multiple light sources, cloud layers, water layers, particle and fluid systems, and more
* Camera animations with video export
* Stronger integrations with engines and 3D applications
* Voxel terrain
* Even more realistic filters, materials, and distributions

World Creator 2025 is the start of a new era, and we’re excited to see where it takes us – together with our community.

***

### The Journey Continues

We’re not a giant company with hundreds of employees. We’re just a small, dedicated team that loves what we do – and we’ve been working on this project for over a decade. World Creator is more than software to us. It’s our story, our passion, and the thing we’ve built our lives around.

And as long as people want to create worlds, we’ll be here – improving, listening, and pushing the boundaries of what’s possible.

**World Creator: from nothing to everything. And still evolving.**


# Join our Community

World Creator is more than just a tool — it’s a growing community of artists, developers, and studios from around the world.

Connect with us, share your work, ask questions, get support, and stay up to date with the latest news and updates.<br>

### Discord

Join our Discord server for real-time community interaction.\
Chat with other users, showcase your work, and get community support.

👉 Jump into the conversation: [World Creator Discord Server](https://discord.gg/worldcreator)<br>

### YouTube

Subscribe to our YouTube channel for tutorials, update showcases, development insights, and live streams.

👉 Don’t miss the latest features and workflow tips: [www.youtube.com/@worldcreator3d](https://www.youtube.com/@worldcreator3d)<br>

### Twitter / X

Follow us for quick updates, feature highlights, announcements, and sneak peeks.

👉 Stay in the loop: <https://x.com/worldcreator3d><br>

### Instagram

Discover stunning renders and environment art created with World Creator.

👉 Get inspired: <https://www.instagram.com/worldcreator3d/>

We truly look forward to welcoming you to our community and seeing the amazing creations you bring to life with World Creator.


# Version 2026.x


# World Creator 2026.4

<figure><img src="/files/nfsdr9ASyn41Cbc40K34" alt=""><figcaption></figcaption></figure>

### New Features & Improvements

* **Decal Support:** Added full support for decals.
* **Expression Parsing:** Enabled mathematical expression parsing within value textboxes.
* **Object Shadow Settings:** Introduced new configurable shadow settings for objects.
* **Terrain Normal Blending:** Added normal blending to improve object-to-terrain transitions.
* **Optimization:** Disabled automatic material recomputes in Shape Design Mode for better performance.
* **VRAM Scaling:** Linked the Max Object Count to available GPU VRAM.

### Bug Fixes

* **Importing:** Fixed an issue where Raw and R16 formats were hidden during import.
* **UI Alignment:** Corrected the centering of the compass within the user interface.
* **Data Syncing:** Fixed missing Baseshape Color and Emissive toggles in the `sync.xml` file.
* **Model Logic:** Resolved issues involving empty model objects.
* **Rendering:** Fixed Stochastic Distribution failing when used with height blending.
* **Stability:** Resolved several crashes.


# World Creator 2026.3

<figure><img src="/files/nfsdr9ASyn41Cbc40K34" alt=""><figcaption></figcaption></figure>

### New Features / Improvements <a href="#new-features" id="new-features"></a>

* Support for Additional GIS Terrain Data Formats\
  \
  World Creator now supports importing several widely used geospatial terrain formats, including **GeoTIFF, HGT, DTED, Arc/Info ASCII Grid, VRT, and XYZ**.<br>

  This allows you to bring real-world elevation data directly into World Creator and use it as the foundation for your terrains. These formats are commonly used in GIS and geospatial applications, making it much easier to integrate accurate terrain data into your workflow.\ <br>
* Import Presets from Previous Versions\
  \
  World Creator now allows you to import and reuse **presets from previous versions** of the software. This makes it easy to carry over your existing setups, workflows, and configurations when upgrading to a newer version.<br>

  With this feature, you can continue working with your familiar presets without having to recreate them from scratch, ensuring a smooth transition between versions.\ <br>
* Terrain Adaptation Based on Placed Objects\
  \
  World Creator now allows the terrain to automatically **adapt based on placed objects**. This enables the landscape to respond dynamically to objects positioned within the scene, allowing for more natural integration between terrain and assets.<br>

  With this feature, you can ensure that objects such as rocks, buildings, or other scene elements interact more seamlessly with the terrain, improving realism and simplifying environment design workflows.\ <br>
* Object Area Distribution<br>

  World Creator now introduces a **Distribution type based on object-defined areas**. This allows you to generate masks or distributions that are directly influenced by the placement of objects within the scene.<br>

  By using objects as defining elements, you can control where certain terrain effects, materials, or simulations should appear. This provides a powerful way to create more precise and context-aware terrain behavior around placed assets.\ <br>
* Camera-Based Object Distribution\
  \
  World Creator now supports a **Camera Distribution**, allowing high-density objects to be directly bound to the camera position. \
  \
  This makes it possible to generate and render large amounts of detailed assets around the camera while keeping distant areas lightweight, improving both visual fidelity and performance.<br>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed Startup Crash Related to Intel Denoiser Library.
* Fixed an issue where pressing **F3** did not completely hide all UI elements.
* Fixed an issue where **Shape Color** was not working correctly in new projects after loading certain existing projects.
* Fixed an issue where **Shape Layer colors were not applied correctly when multiple biomes were present**.
* Fixed an issue where **Shape Design Mode turned completely white when Bloom was enabled in a camera**.
* Fixed an issue where **Shape Design Mode could break under certain circumstances**.


# World Creator 2026.2

<figure><img src="/files/nfsdr9ASyn41Cbc40K34" alt=""><figcaption></figcaption></figure>

### New Features / Improvements <a href="#new-features" id="new-features"></a>

* Increased Terrain Detail in Viewport (4x)\
  \
  We have significantly improved the viewport terrain renderer and can now display up to **four times more terrain detail** in real-time. This means that when working with terrain precision settings above **4K**, the additional resolution is now properly visible directly in the viewport.\ <br>
* New Distribution Category: Pattern\
  \
  A new distribution category called **Pattern** has been added. This category includes new distributions such as **Dots**, **Grid**, **Maze**, **Spiral**, and **Splatter**, allowing you to easily create common texture and mask patterns for more controlled terrain texturing and effects.\
  More pattern distributions will be added in the coming weeks.\ <br>
* AgX Tonemapping\
  \
  World Creator now supports **AgX Tonemapping**, providing improved color response and more cinematic, film-like rendering results in the viewport.\ <br>
* Automatic Crash Reporting<br>

  World Creator now automatically uploads a crash log to our servers whenever the application encounters an unexpected crash. The report contains **technical error information only** — no personal or sensitive data is collected - promised!<br>

  This allows us to identify issues more efficiently and deliver fixes faster, improving overall stability and reliability.\ <br>
* Improved UI Rendering Performance\
  \
  We have optimized the UI rendering pipeline, resulting in a noticeable performance boost. This improvement will be especially noticeable on lower-end or older GPUs, making the overall user experience smoother and more responsive.\ <br>
* Sand Simulation Performance Significantly Improved\
  \
  We have heavily optimized the Sand Simulation, resulting in a major performance boost. In most cases, the simulation now runs up to **250% faster**, allowing for quicker iteration and smoother real-time workflows.\ <br>
* Lowest Biome No Longer Uses Distributions\
  \
  Distributions have been disabled for the lowest biome layer, as they do not provide meaningful benefits at that level and often caused confusion. All biomes above the base biome continue to fully support distributions as before.<br>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed a crash when exporting a **Splat Map** while materials were disabled in the UI.
* Fixed a crash when exporting objects while the **Generate Objects** option was disabled in the toolbar.
* Fixed an issue where the terrain could appear black after changing the terrain size while the generator was active.
* Fixed a crash that could occur after toggling **High VRAM Mode** and attempting an export.
* Fixed an issue related to **EXR stamp import/export**.
* Fixed a potential crash when compressing certain texture formats.
* Fixed a potential crash in the integrated video player.
* Fixed incorrect **TOPO Map rendering** and occasional black screen issues when using the denoiser on AMD GPUs.


# World Creator 2026.1

<figure><img src="/files/nfsdr9ASyn41Cbc40K34" alt=""><figcaption></figcaption></figure>

### New Features / Improvements <a href="#new-features" id="new-features"></a>

* Improved Pen and Tablet Support\
  \
  We have updated and refined the entire pen input system to provide significantly better support for tablet devices, including Wacom and other pen-enabled tablets. Alongside improved touch handling, terrain sculpting and landscape editing now feel smoother, more accurate, and noticeably more comfortable when working with a pen-based workflow.\ <br>
* Terrain Focus and Improved Rotation\
  \
  The terrain now centers perfectly in the viewport while correctly accounting for all UI elements and offsets. Camera rotation around the terrain has been updated accordingly, ensuring a more consistent and intuitive navigation experience when orbiting and inspecting your landscape.\ <br>
* **New Smooth Filter**\
  \
  World Creator 2026.1 introduces the new **Smooth** filter, allowing you to remove unwanted noise and refine your terrain with ease. This helps you generate much cleaner heightmaps and meshes, making it especially useful for creating high-quality terrain surfaces for game environments.\
  \
  **Tip:** Combine the Smooth filter with any **Erosion** filter to achieve even more natural and impressive results.\ <br>
* **Upgraded to .NET 9**<br>

  World Creator 2026.1 has been upgraded to **.NET 9**, resulting in an overall performance improvement of roughly **10%**. Please make sure to install the required prerequisites, which are provided automatically during the installation process.<br>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed rendering issues on unusual terrain resolutions and on terrain precision values below **1m**.
* Fixed a crash that could occur when loading environment maps more than twice.
* Fixed an issue where the preview caused unexpected area filter behavior.
* Fixed an issue that could generate zero pixels on odd terrain sizes.
* Fixed an issue that could produce unwanted borders during export under specific circumstances.
* Fixed a crash when exporting object instances at 4m precision.
* Fixed a crash that could occur when a referenced model was set to be copied but had been renamed or moved.
* Fixed issues related to EXR import.
* Fixed an issue affecting height blending.
* Fixed incorrect offset values in the **Classic Base Shape** settings under *Terrain*.
* Fixed incorrect border generation for baked sculpt layers.
* Fixed multiple export-related issues across various formats and settings.


# Version 2025.x


# World Creator 2025.6

<figure><img src="/files/91GwcRXb8rEkJ6Tex3wf" alt=""><figcaption></figcaption></figure>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed an issue that rarely caused World Creator to crash when loading projects that included objects marked as 'Details'.
* Fixed an issue that was causing Biome Simulations to overwrite each other under specific circumstances.
* Fixed a few minor UI-related bugs.


# World Creator 2025.5

<figure><img src="/files/91GwcRXb8rEkJ6Tex3wf" alt=""><figcaption></figcaption></figure>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed an issue for object export
* Fixed several minor UI layout isssues
* Fixed several minor Mask Layer issues


# World Creator 2025.4

<figure><img src="/files/91GwcRXb8rEkJ6Tex3wf" alt=""><figcaption></figcaption></figure>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed an issue where the mask layers would scale incorrectly when the precision was changed.
* Fixed an issue with the heatmap export.
* Fixed an issue that was causing the About Us dialog to have a wrong layout.
* Fixed an issue where the order of exported transforms was incorrect for object instances.
* Fixed an issue that was causing World Creator to crash on Thai language systems.
* Fixed an issue that caused black animation export frames.


# World Creator 2025.3

<figure><img src="/files/m0Y8K3AtjGYh4OLQeQT2" alt=""><figcaption></figcaption></figure>

### New Features <a href="#new-features" id="new-features"></a>

* **Octane ORBX Export**\
  \
  Export your worlds in ORBX format for seamless integration with all Octane-compatible applications and plugins — bringing your terrains straight into professional rendering pipelines with full fidelity.\ <br>
* **Paint Holes in Terrain**\
  \
  Create cave entrances directly in World Creator — perfect for visualizing caves, tunnels, and dungeons. Export the cave mask to accurately place and render the entrance in any game engine or 3D application.\ <br>
* **Godot Bridge Tool**\
  \
  We are developing a World Creator Bridge tool to connect with Godot engine.\ <br>
* **Relief Map Export**\
  \
  Export detailed relief maps that emphasize elevation and terrain contrast — perfect for visualizing height variations or creating stylized topographic designs.\ <br>
* **Border Blend Filter Update**<br>

  We updated the Border Blend filter so that it can blend both circular and rectangular shapes.<br>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed an issue causing build errors in Unity when using the Bridge Tool.
* Fixed an issue affecting Splat Map export on AMD GPUs, ensuring correct and consistent output across all hardware.
* Fixed an issue that could occasionally cause a crash during syncing, ensuring more stable and reliable workflow operations.
* Fixed an issue affecting occasionally a black color fade-out on exported Color and Splat Maps.
* Fixed an issue preventing drag-and-drop operations for biome simulations in the export simulation reference field.


# World Creator 2025.2

<figure><img src="/files/91GwcRXb8rEkJ6Tex3wf" alt=""><figcaption></figcaption></figure>

### New Features <a href="#new-features" id="new-features"></a>

* **Fluvial Advection / Color Erosion**\
  \
  Simulate rain and rivers washing colors across your terrain for natural, realistic weathering. To activate this feature, you must use a gradient material and apply a gradient distribution (e.g. height gradient). Then add the Smear effect to see the results. In World Creator's main menu, check the Color Erosion Sample under Samples.\ <br>
* **Layered Noise Distribution**\
  \
  Add irregular, organic noise distribution patterns to break up uniform coloring and make your terrain look naturally detailed. It is located inside the Noise category (available for Filters, Materials and Objects).\ <br>
* **HDRI Render Export**\
  \
  Export high-quality HDRI renders of your scenes to use as realistic lighting and sky environments in other 3D applications. The toggle to activate this feature can be found under Render Settings / Screenshots.\ <br>
* **Custom Sync Folder** \
  \
  Define your own sync folder so World Creator automatically exports updates there — keeping your files organized and always up to date. You can find the setting for this under Export (enable the Toggle saying 'Use Custom Sync Folder').\ <br>
* **Effect: Step**<br>

  A new effect for your distributions for make noises sharper.\ <br>
* **Improved Gradient Control  UI / Tons of new Gradient Maps (Sat Maps) added**\
  \
  A redesigned gradient control UI now has search capabilities and provides an easier and more comfortable way to create and edit gradients. We have added hundreds of new gradient maps that you can use right away to make your terrain look even more realistic.\ <br>
* **Texture Noise Distribution**\
  \
  Import a custom noise texture and adjust its tiling, rotation, offset and blending for use with further masking filters, materials and objects.\ <br>
* **Texture Compression**\
  \
  Reduce file size and memory usage with built-in texture compression — keeping your projects efficient and fast without sacrificing visual quality. This new features reduces memory usabe by around 30% (VRAM).\ <br>
* **XYZ and ASC Exporter**\
  \
  Export your terrain to XYZ and ACS formats to easily create maps for ARMA, DayZ and other games that require this type of height map.\ <br>
* **Biome Layers - Overwrite Objects**\
  \
  Biome Layers now may now also just be used to scatter objects only. See toggle saying 'Overwrite Objects' of a Biome Layer.\ <br>

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed an issue regarding cameras added to the new scene node has been fixed.
* Fixed a nasty Vulkan API memory leak.
* Fixed an issue regarding UI alignment for certain UI elements.
* Fixed an issue where Worley Noise caused artefacts on terrains larger than 8k by 8k.
* Fixed an issue casuing bad sync for sub-objects.
* Fixed an issue causing a black screen on AMD GPUs when the Denoiser is enabled.
* Fixed an issue preventing the 3D Stamp Layer from being rotated.
* Fixed a link in the main menu that was calling up the wrong webpage.
* Fixed a rare issue preventing objects to be generated on the terrain.
* Fixed a rare issue that caused artefacts in the exported heightmap.
* Fixed an issue where detail mask exports were wrong for non 1:1 terrain aspect ratios.
* Fixed an issue causing the scatter menu to fail to show up when importing custom models has been fixed.


# World Creator 2025.1

<figure><img src="/files/91GwcRXb8rEkJ6Tex3wf" alt=""><figcaption></figcaption></figure>

### New Features <a href="#new-features" id="new-features"></a>

* **New Biome System**\
  \
  We’ve completely replaced the old biome system with a brand-new, more powerful version. The new Biome System gives you unprecedented flexibility:

  * **Custom Distributions** – assign procedural distribution rules to your biomes and let World Creator place them intelligently across your terrain.
  * **Multiple Biome Layers** – create and paint biome layers by hand directly onto your landscape for full artistic control.
  * **Object Support** – biomes can now include 3D objects (see Object Importing & Scattering below), allowing you to build ecosystems that go far beyond textures and colors.
  * **Biome Simulations** – each biome can now run its own simulations, including sand, water, snow, debris, and even lava. These simulations themselves can be distributed procedurally for maximum realism.

  World Creator automatically handles blending in all cases, ensuring smooth and natural transitions between biomes. Whether you prefer fully procedural generation or hand-crafted landscapes, you now have the best of both worlds. Creating diverse, rich environments has never been easier than with version 2025.1.\ <br>
* **Object Importing & Scattering**\
  \
  We’ve finally brought back what was already possible in World Creator 2 – importing, placing, and scattering your own 3D models such as vegetation, rocks, houses, and more. But in version 2025.1, this feature has evolved far beyond its predecessor.

  * **Biome Integration** – import your custom models directly into biomes and distribute them procedurally with all the powerful tools World Creator offers. Super easy, super fast, ultra realistic.
  * **Scene Placement** – import models into the scene node and place them manually, anywhere you like. Use a brush to scatter large numbers of assets by hand for ultimate control.

  Each object comes with extensive customization options – size, material, height, distance, displacement, terrain blending, per-material gradients, emissive properties, and much more. No placed object ever looks the same, giving you incredible diversity and variation. Objects can even exclude each other to prevent overlaps (unless you want them), or be placed on top of one another to create entirely new structures.

  The system has been built for extreme performance: scattering and managing millions of objects in real time is no challenge for World Creator. This lets you build massive, living landscapes at scale – instantly.

  And of course, everything can be exported 1:1 to wherever you need it – Unity, Unreal, Blender, or any other application.\ <br>
* **Blender Bridge & GTA 5 Modding Support**\
  \
  World Creator 2025.1 introduces a brand-new **Blender Bridge Plugin**, opening up entirely new workflows:

  * **Direct Blender Integration** – export complete World Creator scenes directly into Blender, ready for ultra-professional rendering engines like Octane, Cycles, or Eevee. Take full advantage of Blender’s ecosystem while keeping all the power of World Creator’s procedural tools.
  * **GTA 5 Modding Support (FiveM)** – for the first time ever, you can build custom GTA 5 maps in World Creator and bring them directly into the game world via Codewalker using the Blender Bridge. Scatter millions of assets, design new landscapes, and share your creations with the GTA 5 community.

  The Blender Bridge makes it possible to push entire worlds from World Creator into Blender with ease – and because World Creator can scatter millions of assets in real time, you’ll be creating scenes so dense that even Blender might start sweating.\ <br>
* **New Licensing Options**<br>

  With World Creator 2025.1 we are introducing new licensing models designed to fit the needs of every creator – from indie developers to large studios.

  * **Studio License** – a brand-new license tier tailored for small development studios and indie teams. Affordable, flexible, and designed to give smaller teams full access to World Creator’s power.
  * **Lifetime License (Limited Offer)** – for the first time ever, World Creator is available as a lifetime license. Pay once, keep it forever – with all future upgrades included at no additional cost. ⚠️ This license will only be available for 4 weeks after release.
  * **Loyalty Discount** – customers who have extended their maintenance at least once will receive **30% off** the Lifetime License. To claim your discount, simply log into the new customer portal (available after the website relaunch) – if you qualify, the discount will be clearly displayed.
  * **Maintenance Renewal Discount** – after the release of 2025.1, all customers will have the opportunity to renew their maintenance with a **60% price reduction**. We want you to stay up-to-date, enjoy the new version, and keep building epic worlds.\ <br>
* **Included Assets**\
  \
  World Creator 2025.1 comes packed with high-quality assets to get you started right away:

  * **140 PBR Material Scans** – physically accurate, royalty-free material scans ready to use out of the box. Perfect for building realistic terrains without the need to buy external packs.
  * **Introductory 3D Asset Pack** – a starter collection of 3D models such as rocks and vegetation to help you populate your worlds instantly. This is just the beginning – more asset packs will be added in the future.
  * **Royalty Free Usage** – all included assets are completely royalty free, meaning you can use them in your games, renders, and videos without paying any additional fees.

  ⚠️ Please note: these assets are available exclusively to **Pro, Studio, and Enterprise license holders**.\ <br>
* **New Material System**\
  \
  World Creator 2025.1 introduces a completely redesigned material system, bringing more flexibility, realism, and ease of use than ever before.

  * **Unified Material Workflow** – simple colors, textures, Adobe Substance materials, and satellite maps (gradients) can now be blended together seamlessly without the need to create multiple materials.
  * **ZIP Import** – pack your own materials into ZIP archives and import them directly into World Creator. All maps are automatically detected and assigned correctly.
  * **Emissive Support** – materials now support emissive properties and emissive maps, allowing you to create glowing, light-emitting surfaces such as lava flows or sci-fi effects.
  * **Texture Enhancements** – rotate and displace textures directly within the material for full creative control.
  * **Improved Height Blending** – blending between materials based on heightmaps has been refined for much better and more realistic results.

  This new system makes building, importing, and blending materials faster, more intuitive, and far more powerful.\ <br>
* **Ray Tracer Denoiser**\
  \
  World Creator 2025.1 introduces an extremely efficient denoiser that dramatically reduces viewport noise when using the ray tracer.

  * **Clean Visuals** – enjoy smooth, noise-free rendering directly in the viewport.
  * **Real-Time Efficiency** – the denoiser is highly optimized, removing noise without sacrificing performance.
  * **Sharper Results** – terrains and objects now appear crisp and clear, even under complex lighting conditions.

  With this addition, working in ray-traced mode becomes not only more realistic but also far more comfortable and visually precise.\ <br>
* **New Terrain Filters**\
  \
  World Creator 2025.1 adds two brand-new filters to further expand your terrain creation toolkit:

  * **Spike Removal** – automatically smooths out unnatural terrain spikes for cleaner, more realistic results.
  * **Cliffs** – generate dramatic cliff formations with sharp edges and vertical structures, adding variety and power to your landscapes.

  These filters give you even more control to refine and shape your terrains into natural or stylized forms with ease.\ <br>
* **World Scaler**\
  \
  New in version 2025.1 is the **World Scaler**, a powerful tool that lets you adjust the overall size and proportions of your world with a single slider.

  * **Procedural Flexibility** – if your world was built procedurally with noises, you can now instantly rescale it without rebuilding.
  * **Global Scaling** – objects, materials, distributions, and terrain features all scale together automatically.
  * **Creative Freedom** – expand a small scene into a vast open world, or shrink a continent into a detailed micro-environment – all in seconds.

  The World Scaler makes it easier than ever to fine-tune the scope and scale of your creations.\ <br>
* **Scene Layer Node**\
  \
  World Creator 2025.1 introduces a brand-new **Scene Layer Node**, giving you more freedom to build and customize your worlds.

  * **Custom 3D Models** – import your own models and place them by hand, just like in Unity, Blender, or Unreal.
  * **Camera Objects** – create and manage cameras directly in the scene for more control over composition and rendering.
  * **Future Expansions** – this system will soon support additional elements such as multiple light sources, volumetric cloud layers, water layers, particle systems, fluid systems, fog, and more.

  With the Scene Layer Node, you can now combine procedural generation with hand-placed content, giving you full control to design, light, and shape bespoke worlds exactly the way you imagine them.\ <br>
* **Simple Video Creation**\
  \
  World Creator 2025.1 introduces the ability to create simple video sequences directly inside the application.

  * **Easy Camera Flights** – just set a start point and an end point, and World Creator automatically generates a smooth camera flythrough.
  * **High-Quality Output** – the rendered image sequence is exported in perfect quality and can easily be assembled into a video using any editing software.
  * **Future Expansion** – this feature is only the beginning. In future updates, you’ll be able to design complex camera paths and export full cinematic videos directly from World Creator.

  With this new tool, showcasing your worlds has never been easier.\ <br>
* **LUT Support**\
  \
  World Creator 2025.1 now supports **LUTs (Look-Up Tables)** to enhance the visual style of your renders.

  * **Instant Grading** – apply professional color grading directly in the viewport.
  * **Creative Flexibility** – quickly change the mood and tone of your scenes with just a few clicks.
  * **Cinematic Quality** – give your terrains a polished, film-like look without leaving World Creator.

  This feature makes it easier than ever to elevate your worlds with professional-grade visual styles.\ <br>
* **Additional Features**\
  \
  World Creator 2025.1 also comes with a series of smaller but highly useful enhancements:

  * **Grid Overlay** – refreshed visuals for a cleaner and more modern look.
  * **Shape Layers** – now come with their own masks for greater flexibility.
  * **Path Tool** – improved with additional functions and more control.
  * **R16 Export** – saving in R16 format is now supported, especially useful for Unreal users.
  * **Object Presets** – save objects as presets and reuse them quickly across projects.
  * **Wacom Tablet Support** – improved compatibility and smoother performance for pen-based workflows.

  These refinements make everyday use of World Creator smoother, faster, and more enjoyable.

### Fixes <a href="#fixes" id="fixes"></a>

* Fixed tons of AMD related issues.
* Fixed an issue creating spikes when debris is used.
* Fixed an issue causing an undo bug when using the rivers layer.
* Fixed UI ordering issues.
* Fixed an issue where flows caused bugs when using debris.
* Fixed documentation linkage.
* Fixed an issue causing MapTiler to crash.
* Fixed VRAM leaks.
* Fixed drag'n drop for Adobe Substance Files.
* Fixed Bloom Postprocessing Effect.
* Fixed an issue causing a crash when adding a new folder inside World Creator.
* Fixed many export issues.
* Fixed the Slope Distribution (slopes did not match properly).
* Fixed an issue resulting in wrong masking for terrains with precission higher than 1m.
* Fixed coloring for Debris Simulations.
* Fixed an issue casuing a crash when adding the Soft Flows filter.
* Fixed generator update issues when folders were toggled.
* Fixed an issue causing a crash when disabling all biomes.
* Fixed an issue causing wrong heatmap previews.


# Version 2024.x


# World Creator 2024.3

Released on the 15th of November 2024

## New Features

* New import / export buttons for sculpt layers (you now can directly import existing height-maps and export the sculpt layer to a new height-map)
* New application title now shows the update version (e.g. World Creator 2024.3 | 9)
* New sculpting hotkeys added
* New Spike Removal filter added (experimental)
* New Cliffs filter added (experimental)
* New brush import button added
* New Rocky Edges distribution added
* New Rocky distribution added
* New font added to support all available languages
* New bake functionality added to shape layers, allowing you to bake your terrain into a sculpt layer
* New languages added: Portuguese, Polish, Italian, Hungarian, French, Spanish, Turkish
* Added new TEMPLATE menu Option where user can select a Project template to start a Terrain
* Gradient material now has additional detail settings for creating high quality gradients
* New ambient occlusion material
* New ambient occlusion map export
* New simulation layer export
* New heatmap export
* New filter: Strata
* New filter: Chipped
* New filter Shore (for easily cretaing beaches)
* New filter: Scatter
* New filter: Kuwahara
* New filter: Sediment Flow
* New experimental filter: Spike Removal
* New experimental filter: Cliffs
* New distribution: Rocky
* New distribution: Rocky Edges
* New distribution: Height Gradient
* New distribution: Occlusion
* New distribution: Melt
* New distribution: Filter Change
* New distribution: Sea Level
* Added Import button for brushes
* New shape layer: Polygon
* 2D / 3D Stamps: Added saturation, contrast and brightness Settings
* 2D / 3D Stamps: Unlocked all Level Steps for better adjustments
* New shape layer: 2D Primitive (supports many primitives)
* New shape layer: Landscape (supports many typical real-world terrain shapes)
* New simulation layer: Debris
* New simulation layer: Snow
* Created new Presets for all filters and renamed existing ones
* Incremental export: Enable it using placeholder under the naming convention Setting
* Sync-Export now calculates brightness, contrast and saturation into the exported textures
* Sync-Export now exports Adobe Substance Materials including settings into classic textures
* Gradient material now has range controls allowing you to define the region of a gradient

## Improvements

* Improved Sculpt Layers by allowing a maximum resolutions of up to 1024 by 1024 pixels
* Improved Sculpt Layers so that they have the same transformations when created by a Map or Stamp Layer
* Improved rendering of GPU statistics so that they are now visible regardless of the background color
* Improved sculpting performance in relation to undo operations
* Improved 2D Stamp Layers when importing RAW files World Cretaor now will estimate the proper dimensions correctly
* Improved Sync Tool export supports substance materials that can be baked into simple textures
* Improved 2D Stamp Layers allowing you now to adjust all Level steps
* Improved export by now supporting incremental Exports
* Importing RAW files calculates now the possible dimension based on 16 bit and little endian (you still Need to adapt if bit Depth or endianess is different)
* New Offset Sliders to select a custom spot on a virtually endless landscape
* Baking of 2D Stamps for direct editing
* Baking of MapTiler for direct editing
* Removed limitations for all nodes and added more Options for path creation
* Each advanced erosion filter is now way more accurate resulting in better erosions in General
* The level steps sliders now have knobs, General indicators and exacty value tool-tips
* We have optimized the save files reducing load times and error possibilities
* The ui for all layers has been updated (e.g. Path Layer knobs and curve look way more modern now)
* Improved handling for all range sliers
* You now can assign all layers to distributions by drag'n drop
* When clicking the ADD (plus) icon, you now can select a simulation layer you would liketo add
* Added latest Adobe Substance libraries
* Splatting distributions was renamed to Splatter Distribution
* Stamp layer was renamed to 2D Stamp layer
* Model layer was renamed to 3D Stamp layer to Prevent confusion with upcoming Model layers in 2025.1 for real 3D mesh import
* Render modes were renamed to Shape Design Render Mode, Material Design Render Mode and Cinematic Render Mode
* The render modes now have an adjusted material color, background color and grid color for better visibility
* The Terrain grid was adjusted to meter precision
* The foam color is now adjustable
* The borders of the Terrain high Detail preview are now adjustable
* Disabled layers (eye icon) are now grayed out
* Is now enabled by default (must be set using M key)
* The World Creator logo is now a SVG file
* Selected layer names are now blended properly in the Settings tap (top most beside the documentation link)
* Font updated to support all new languages
* GENERATE button Background color is now red to visualize that the real-time generator is turned off
* New filter category: Deprecated
* These types of filters are now marked with a yellow icon for better visibility

## Fixes

* Fixed an issue where pasting map-tiler coordinates did not work
* Fixed an issue where the generator time did not update properly
* Fixed an issue where World Creator would rarely crash when renaming layers
* Fixed an issue where backed up project files did not save textures
* Fixed an issue where the brush smoothness slider did not update when adjustes using hotkeys
* Fixed an issue where path and polygon shapes were producing incorrect results in exported colormaps for resolutions above 4k
* Fixed an issue where the UVs of an exported mesh were incorrect
* Fixed an issue where the project name was not reset when starting or loading another Project
* Fixed minor issues
* Fixed an issue with the height Distribution slider
* Fixed minor Bugs
* Fixed minor issues
* Fixed an issue where renaming items in World Creator would not work under certain circumstances
* Fixed issues with links in the documentation
* Fixed an issue where World Creator crashed due to Sun Pick Location method in very rare cases
* Fixed an issue where stacking multiple simulations caused elevation issues
* Fixed an issue where seams were created along tiled builds
* Fixed an issue where the right and top borders had a thin line of wrong elevation and color values
* The material name now will stay as-is after changing the material type (if name was changed by user)
* Fixed an issue where the exported area did not match the area defined by the user
* Fixed an issue where the colormap had lines between tiles
* Fixed an issue where the height ranges were not cut properly when Auto Normalization was disabled
* Fixed an issue where the MatCap Render mode (now Shape Design Render Mode) had a different grid compared to the other render modes
* Fixed an issue where the sculpt layer did not match the full terrain size
* Fixed an issue where the camera jumped off the scene when Grid Tools ADD was selected and user presses CTRL-SHIFT-RMB
* Fixed an issue where a disabled model layers caused a crash when loading a Project
* Fixed an issue where all range slider values jumped to ultra high values
* Fixed and issue where UNDO did not work for text boxes
* Fixed an issue where the flow heatmap showed wrong results
* Fixed an issue where an existing path was still visible after it was deleted
* Fixed an issue causing a crash when a preset Folder was renamed
* Fixed an issue causing the Terrain to Regenerate each time the user clicks the ADD / PLUS icon to add a filter
* Fixed an issue where a preset was doubled when dragged into a custom Folder inside World Creator
* Fixed an issue where renaming folders, filters and everything else did not work when real-time Generator was turned off
* Fixed an issue where saved camera Position did not work anymore


# World Creator 2024.2

Released on the 15th of June 2024

## New Features

* A new additional fast render mode was added, supporting colored terrain rendering for quick visualizations. Best for low-end GPUs.
* A new noise distribution was added, covering ten (10) new different noise types for filters and materials.
* A new biome base shape style was added, covering ten (10) new different noise types for biome shapes.
* A new shape layer was added, allowing you to import a custom 3D model to be used as a 3D stamp (also supporting model textures for coloring the terrain).
* A new export type was added, allowing you to export a topographic representation of the terrain.\
  new\A new distribution was added, supporting custom 3D models.
* A new filter was added, allowing you to swirl the terrain for creating nice deformation effects.
* A new icon that appears on the bottom left side of the viewport when saving your project, indicating safe progress.

## Improvements

* Texture materials now can be aligned to path layers to create simple roads and paths.
* The sample browser in the main menu now also shows online available samples that we created for you. No need to download them through teh customer portal anymore.
* The fast render mode now supports Matcap materials for better terrain detail visualization. Best to be used when designing the pure terrain shape.
* The gradient material now lets you choose and set colors to define a custom gradient.
* The Worley noise filter has been extended by some more parameters allowing to create more different variations.
* The Perlin noise filter has been extended by some more parameters allowing to create more different variations.
* Cameras now have a custom position input field allowing you to specify exact camera positioning.
* Heatmaps are now also working for path layers and river layers giving you way more visual control during the design process.
* Distributions are now logically categorized. This was made due to better readability.
* The fast render mode was renamed to Matcap render mode.
* The toolbar was re-arranged into groups for better readability.
* The simulation icon was changed to a unique icon for better readability.
* The default values of the Curvature distribution has been changed.
* The default values of the Blur render effect has been changed.
* The Shape Layer UI icon has been changed for better readability.
* The incremental save UI icon has been changed for better readability.
* The render mode UI icons has been changed for better readability.
* The save-as UI icon has been changed for better readability.
* We added true size export for non-normalized 32f formats (e.g. EXR and RAW).
* We removed a redundant settings label for Adobe Substance materials.

## Fixes

* We fixed an issue causing borders along the terrain edges.
* We fixed an issue where the log file showed some strange characters causing a buffer overflow.
* We fixed an issue where World Creator crashed under specific circumstances caused when activating heatmaps.
* We fixed an issue where undo was broken for sliders in some cases.
* We fixed an issue where the initial startup logo was off due to Windows internal text scaling.
* We fixed an issue where the mouse cursor information overlapped the measure-tool information.
* We fixed an issue where the measure-tool was off due to Windows internal text scaling.
* We fixed an issue where the mouse cursor information was visible while taking a screenshot.
* We fixed an issue where World Creator did not start due to graphics device selection.
* We fixed an issue where World Creator crashed on AMD GPUs.


# World Creator 2024.1

Released on the 5th of April 2024

## New Features

* New Shape Layer: RIVERS (MAJOR FEATURE)
* New Shape Layer: POLYGON
* All Shape Layers can now be rotated.
* Paths and Rivers can be exported to splines.
* Added Spline Import to Path Layers.
* Added ability to set Export folder to custom location.
* Added a toolbox button for quickly accessing the Screenshots folder.
* Added Saturation, Contrast and Brightness controls for Gradient Materials.
* Added Incremental Saves (check documentation).
* Added lates support for Adobe Substance Materials.
* Added Rain and Wind Settings to Hydraulic Sediment Filter which is no longer declared as Experimental.
* Added ability to load HDRI maps to be used for background and lighting.
* Added ability to set min/max values when importing custom heightmaps into a Stamp Layer.
* Added a new Filter: Hexagon
* Added a new Filter: Squeeze
* Added a new Filter: Rocky Layers
* Added a new Effect: Repeat

## Improvements

* Improved all Distributions for better performance.
* Improved Path Layers regarding overlapping paths.
* Localization was removed from the Application resources and is now dynamically loaded from the webserver.
* Localization reduced to support English, Korean, Japanese and Chinese languages only.
* Updated all information boxes (specifically for sculpting, paths, now rivers and polygon tools).
* Updated full online documentation.
* Focusing the terrain now addapt to hidden and non-hidden UI.
* NEWS in the Main Menu now links to the websites NEWS page.
* Licensing now happens on the webserver (Network DLL file was removed).
* Unfold a full tree in Hirarchie now with LEFT-ALT and LEFT-CLICK.
* Changed Gradient Button DELETE to CLEAR.
* First Biome in the project is always unfolded when running World Creator.
* Updated to .NET 8 resulting in a general 15% performance improvement.
* Heavily optimized export for much faster execution.
* Added additional Export Information in case that the export might be to heacy for users GPU VRAM.
* Improved Export Naming Convention capabilities specifically for Unreal Engine exports.

## Fixes

* Fixed all AMD related issues.
* An issue where the Curve Filter caused a full application crash.
* An issue where the Curve Distribution caused a full application crash.
* An issue where resetting Adobe Substance Materials caused a full application crash.
* An issue where the Sync-Operation caused issues for non-uniform terrains.
* An issue where the Canyon Base selection caused a full application crash.
* An issue where exporting the Normal Map caused a full application crash depending on precision.
* An issue where exporting the Splat Map caused a full application crash depending on precision.
* An issue where the Swirl filter did not work properly.
* An issue where the Flows heatmap did not work properly.
* An issue where the Splat Map export caused wrong results..
* An issue where the Layer Operations did not work properly.
* An issue where the Material Preview did not update when the Material was changed.
* An issue where the Gradient Material Height Range did not work properly.
* An issue with the Color Picker in combination with several Filters causing heavy performance drop-down.
* An issues causing some projects to fail on load.


# Version 2023.x


# World Creator 2023.4

Released on the 17th of November 2023

## New Features

* Simulation Layers as paintable masks providing perfect control over sediments.
* Height-Blending was put back and is working as expected.
* Path-Layer now supports infinite width and fall-off values.
* Color map export now includes stochastic distribution.
* Added terrain grid for better scale visualization reasons (see toolbar).
* Added camera groups along with camera views also supporting the import of FBX cameras (see Scene).
* Added scaling information for MapTiler Shape Layers.
* Added new Steepness Distribution.
* Added Rain Maps for Erosion Filters.
* Added Erosion / Soil Maps for Erosion Filters.
* Added Saturation / Brigthness and Contrast parameters for Textures / Gradients and Adobe Substance Materials.
* Added gradient presets with preview (like in World Creator 2).
* Added additional export information for number of tiles created dependend of the terrain size and precision.

## Improvements

* Added additional visual hints for adding export layers to prevent misunderstandings.
* Adapted the 'Fit to Terrain' button for each layer for better visual appearance.
* Adjusted initial parameters for almost every filter so they create much better results when added.
* Text color was made a bit more brighter for better visualization.
* Gradients are now set to 'Custom' by default.
* Seed sliders for Perlin and Worley Noise Distributions have been adapted to look as any other Seed slider in World Creator.
* Erosions are now categorized into Basic Erosions and Advanced Erosions.
* Removed 'Channels' and 'Interleaved' for Heightmap export.
* Better organization of the Options Menu.
* Adjusted initial values for MapTiler Shape Layers.
* Removed Fill Distribution as it does exactly the same as Value Distribution.

## Fixes

* An issue where the export of larger terrains created seams along the tile borders.
* An issue where the export of color maps created some artefacts along the borders.
* An issue causing weird Grouping behaviors when moving groups or toggling group visibility.
* An issue causing memory leaks on the GPU.
* An issue causing World Creator to crash when reloading a material's texture.
* An issue where all splats disappeared when 'Use Terrain Direction' was enabled.
* An issue where Distortion had no effect for the Voronio Effect.
* An issue that prevented an Effect to be removed once added as a child Effect.
* An issue causing World Creator to crash if a top-most Effect was moved below other Effects.
* An issue causing persistend Heat-Map rendering even after removing a Filter or Effect.
* An issue causing World Creator to crash when resetting Parameters to their default values.
* An issue where the UI was not updated when Realtime Generator and Filter Live Preview was enabled.
* An issue where the colors for the Heatmap Fill and Heatmap Background parameters were changed.
* An issue causing World Creator to crach when changing a Sculpt Layer's resolution.
* An issue where 'Resample' caused a black export for splat maps.
* An issue where the Fill Soft Filter simply did not process at all.
* An issue where the initial GPU selection window was in the background of the main World Creator window.
* An issue where mouse cursor was set to center window each time the user clicked on a filter using the search filter function.
* An issue where the Texture Tile Size did not scale properly with the terrain size.
* An issue preventing the re-creation of materials if the Material folder was toggled.
* An issue causing artifacts on reflection surfaces in Fast Render Mode.


# World Creator 2023.3

Released on the 15th of September 2023

## Improvements

* Polished all Arid Filters regarding Invert toggle representation and Min/Max Count and Angle representation (UI).
* Removed the Samples slider of the Fill Soft Filter as it had no effect.
* You now can adjust the minimum FPS when the World Creator windows has no focus.

## Fixes

* An issue where World Creator crashes when closing the application window before the login screen appears.
* An issue where you can change a Level Step Strength value with a single right-click.
* An issue where the Roughness Slider has no effect for the Roughness Map export.
* An issue where World Creator crashes when importing a custom mask image to a Mask Layer.
* An issue where World Creator crashes when removing all Biomes but creating a Biome Mask Layer afterwards.
* An issue where new World Creator versions won't apply user data of previous version.
* An issue where the General Strength slider of the Ridge Filter has no effect.
* An issue where the GPU information overlaps the Drawing / Brush Tools.
* An issue where the F1 key does not open the documentation


# World Creator 2023.2

Released on the 18th of August 2023

A completely new major version of World Creator based on World Creator 2023.1 but with a much better, clean, and more modern UI, supporting a better workflow and readability.

{% hint style="info" %}
Release Notes have been recorded since this release.
{% endhint %}


# General

Find answers to commonly asked questions about World Creator.

<details>

<summary>Where do I ask for Support?</summary>

If you do not own World Creator yet, you may either write your request to <support@bitethebytes.com> or use our support widget on our website. In addition, you are very welcome to post your questions in our [Forum](https://forum.world-creator.com/), where you can receive structured support and discuss topics with both our team and the community.

Beside that, you may also join us on [Discord](https://discord.gg/worldcreator) for community support.

Please be aware, that our support team are human beings, just like you. Be kind and respectful - haters and trolls are not welcome (in such a case we will simply not answer and assist you).

</details>

<details>

<summary>I found a bug. Is there any place I can report it?</summary>

If you found a bug in World Creator, you can report it in the customer portal.

Follow these steps:<br>

* Login to the Customer Portal
* Click on Bug Report
* Fill out the form and submit the report\
  \
  OR<br>
* Post a detailed bug report here in the forums under Bug Reports

By default, you will not receive a notification email from our system.<br>

Support as many information as only possible - the detailed, the better. If you can reproduce it, write every single step required. In order to have that issue fixed quickly and accurate, we need a detailed description.&#x20;

{% code fullWidth="false" %}

```
Bug reports are not public. You personal data is not shared in a list 
with others. The only persons that receive your report, are employees of 
BiteTheBytes GmbH - the developers of World Creator.
```

{% endcode %}

</details>

<details>

<summary>World Creator stuck on "connecting" forever?</summary>

**World Creator 2**, **World Creator 2022.x** and **World Creator 2023.x** require your firewall to have following ports open for ingoing / outgoing connections:

* TCP port 5565 (World Creator 2)
* TCP port 5566 (World Creator 2022.x and World Creator 2023.x)

For this, you need to edit your firewall settings manually (if you use your operating systems' firewall, then the World Creator installer should have taken care of it already).

If it still does not work, delete the entire folder *<mark style="color:blue;">\[USER]/documents/World Creator/versions/\[VERSION]</mark>* and try again.

And If it  still does not work even after that, please check your system or network for connection blocking system or restrictions! If really nothing helps, please contactour support team.

</details>

<details>

<summary>What are the minimum system requirements?</summary>

For World Creator 2022, 2023 and World Creator 2024 we suggest you to have the following minimum system specs:

* Windows 7 (64 bit)
* 4th Generation Intel Core i5 or equivalent AMD processor
* NVIDIA 1080 with 4 GB VRAM or equivalent AMD GPU
* 8 GB System RAM
* 1 GB disk space

For World Creator 2025 and above, we suggest you to have the following minimum system specs:

INDIE VERSION:<br>

* Windows 7 (64 bit)
* 4th Generation Intel Core i5 or equivalent AMD processor
* NVIDIA 1080 with 4 GB VRAM or equivalent AMD GPU
* 8 GB System RAM
* 1 GB disk space

\
PROFESSIONAL / STUDIO / ENTERPRISE VERSION:<br>

* Windows 7 (64 bit)
* 4th Generation Intel Core i5 or equivalent AMD processor
* NVIDIA 2080 with 4 GB VRAM or equivalent AMD GPU
* 8 GB System RAM
* 1 GB disk space

For World Creator 1 and World Creator 2 we suggest you to have the following minimum system specs:

* Windows 7 (64 bit)
* 4th Generation Intel Core i5 or equivalent AMD processor
* NVIDIA 980 with 2 GB VRAM or equivalent AMD GPU
* 8 GB System RAM
* DirectX 11.1 capable graphics card (Windows 7 does not support the full DirectX 11.1 features list)
* 600 MB disk space
* Simulation mode requires Windows 8 / DirectX 11.1

The minimum system requirements for a Mac are:

* OSX 10.13.4 High Sierra
* 4th Generation Intel Core i5 or equivalent AMD processor
* NVIDIA 980 with 2 GB VRAM or equivalent AMD GPU
* 8 GB System RAM
* Metal capable graphics card
* 600 MB disk space

</details>

<details>

<summary>What are the recommended system specs?</summary>

For World Creator 2022, 2023 and World Creator 2024 we recommend the following system specs:

* Windows 10 (64 bit)
* 6th Generation Intel Core i7 or equivalent AMD processor
* NVIDIA 2080 with 8 GB VRAM or equivalent AMD GPU
* 16 GB System RAM
* 4 GB disk space

For World Creator 2025 and above we recommend the following system specs:

INDIE VERSION:<br>

* Windows 10 (64 bit)
* 6th Generation Intel Core i7 or equivalent AMD processor
* NVIDIA 2080 with 8 GB VRAM or equivalent AMD GPU
* 16 GB System RAM
* 4 GB disk space

PROFESSIONAL / STUDIO / ENTERPRISE VERSION:<br>

* Windows 10 (64 bit)
* 6th Generation Intel Core i7 or equivalent AMD processor
* NVIDIA 4080 with 8 GB VRAM or equivalent AMD GPU
* 16 GB System RAM
* 4 GB disk space

For World Creator 1 and World Creator 2 we recommend the following system specs:

* Windows 10 (64 bit)
* 6th Generation Intel Core i7 or equivalent AMD processor
* NVIDIA 1080 with 4 GB VRAM or equivalent AMD GPU
* 16 GB System RAM
* DirectX 11.1 capable graphics card&#x20;
* 600 MB disk space
* Simulation mode requires Windows 8 / DirectX 11.1

The recomended system specs for a Mac are:

* OSX 10.13.4 High Sierra
* 6th Generation Intel Core i7 or equivalent AMD processor
* NVIDIA 1080 with 4 GB VRAM or equivalent AMD GPU
* 16 GB System RAM
* Metal capable graphics card
* 600 MB disk space

</details>

<details>

<summary>I am getting an 'Invalid username or password' message. What am I doing wrong?</summary>

Please make sure you haven't accidentally copied any empty spaces. Also, double check if the entered information is correct. Remember not to use your World Creator account login credentials but your seat login credentials. The account is used to manage seats and more whereas the seat is used to activate and run the software. <br>

If nothing helps, please contact <support@bitethebytes.com>.

</details>

<details>

<summary>Is an internet connection required when using World Creator?</summary>

An internet connection is only required when activating World Creator for the first time. After activation, World Creator downloads a license file that you can use for offline usage. That license file will be valid for a couple of days. Once expired, World Creator requires an active internet conection again to validate the license.

For environments where an off-line workflow is required for a longer period of time, please contact <support@bitethebytes.com>. We will provide a specific license file to you. However, this option is available for Studio and Enterprise licensees only.

</details>

<details>

<summary>Can I use World Creator while I am offline?</summary>

An internet connection is only required when activating World Creator for the first time. After activation, World Creator downloads a license file that you can use for offline usage. That license file will be valid for a couple of days. Once expired, World Creator requires an active internet conection again to validate the license.

For environments where an off-line workflow is required for a longer period of time, please contact <support@bitethebytes.com>. We will provide a specific license file to you. However, this option is available for Studio and Enterprise licensees only.

</details>

<details>

<summary>What is the difference between the Unity version and the Standalone version?</summary>

The Unity version has by far less features and is also way slower than the Standalone version. Also, the Unity version is meant to create terrains within Unity only.

The Standalone version has tons of more features and it is meant to create terrains that can be utilized in many other applications as well (e.g. Unity, Unreal, Cinema4D, 3DS Max, Maya, Blender, Houdini, Quixel Mixer, Substance, Photoshop, Cry Engine, Lumberyard, Vue, Terragen, Clarisse, Octance, and a lot more). Beside that, the Standalone version is a pure GPU terrain and landscape creation tool. Hence, everything you do, you do it in real-time (you see changes instantly).

\
The Standalone version replaces the Unity version entirely. We decided, that the Unity version should no longer receive new features and updates. That way we can fully concentrate on the development and maintenance of the Standalone version, which is the way more powerful version.

</details>

<details>

<summary>How can I change my account password?</summary>

Sorry, you can't. Our security policy requires us to create a secure password and pass it over to you. It does not allow to setup your own password.

If you forgot your password, go to our website, click on the user login icon and chose Forgot Password.

</details>

<details>

<summary>How can I change my account username?</summary>

You cannot change the account holder email but you can change the assigned users including their email, name and password. Please login into your account, click on License, and perform the necessary steps.

</details>

<details>

<summary>I am getting a 'The number of activations has expired' message. What shall I do?</summary>

Please login to the customer portal on our website and switch to License. Select the seat you would like to reset all activations for and click on the "Reset" button to release all activations.

</details>

<details>

<summary>Is World Creator GPU powered?</summary>

Yes, World Creator is entirely powered by GPU. One of our top priorities is ensuring that everything in World Creator is performed in real-time. The GPU has a few thousand cores that can be used for this purpose.

Additionally, it is essential to have the latest drivers installed for your graphics card.

</details>

<details>

<summary>Is World Creator compatible to game engines such as Unity and Unreal?</summary>

Yes, it is. Terrains are represented by 2D grey-scale images, so called height-maps. These can be exported by World Creator and imported into other applications, such as game engines (e.g. Unity, Unreal, Cry-Engine, Lumberyard, Godot, Flax, and more). The same approach also works for texturing / coloring and even for objects and details - World Creator let's you export everything required, to fully recreate the entire terrain in other applications.&#x20;

For that we have developed the Bridge Tools which help you, to quickly transfer the World Creator terrain over to other applications. You can download it in the customer portal. Just login through our website, go to "Download Bridge" and choose for what application you would like to download the Bridge Tool for.

</details>

<details>

<summary>Is World Creator compatible to applications such as Cinema 4D, Vue, Octane, Clarisse, and more?</summary>

Yes, it is. Terrains are represented by 2D grey-scale images, so called height-maps. These can be exported by World Creator and imported into other applications, such as Cinema4D, Vue, Octane, Clarisse, Terragen, Substance, Houdini, 3DS Max, Maya, Photoshop and more. The same approach also works for texturing / coloring and even for objects and details - World Creator let's you export everything required, to fully recreate the entire terrain in another applications or game.

</details>

<details>

<summary>On how many workstations may I install and use World Creator?</summary>

Each seat covers two workstations (e.g. @home and @work). Beside that, each seat is a floating license, which means, you can re-assign users at any time.

</details>

<details>

<summary>World Creator crashed - where can I find the Log file?</summary>

The log file is stored at a specific location depending on your platform:

**Windows:**&#x20;

<mark style="color:blue;">`C:\Users\[USERNAME]\Documents\World Creator\Versions\[VERSION]\log.txt`</mark>

In that folder you will also find backups of a crashed project.

</details>

<details>

<summary>Is there a trial or demo version available?</summary>

We do not offer a demo version for download. Companies can request trials by writing to <support@bitethebytes.com> (individuals and hobbyists do not have trial access).

</details>

<details>

<summary>Save and Export does not work - what shall I do?</summary>

Please deactivate your Anti-Malware / Anti-Virus software and see if it works. In most cases, such software interferes into the save / export mechanism of World Creator.

We do have several reports that a software called Malwarebytes prevents World Creator to save a project or to export maps. The issue can be solved by listing World Creator as a trusted application within that software.

</details>

<details>

<summary>How do I switch from on-board to Desktop GPU?</summary>

If you have an on-board GPU and a desktop GPU built into your PC, them World Creator might use the on-board GPU instead of the way more powerful desktop GPU. In such a case, World Creator might not start properly or run extremely slow on your computer.

In such a case, we highly recommend you to adjust your setup that when running World Creator, your PC uses the desktop GPU instead. To do so, follow any of the two links below to see, how to switch from on-board to desktop GPU:

* For AMD GPUs follow this [link](https://www.amd.com/en/support/kb/faq/dh-017)
* For NVidia GPUs follow this [link](https://nvidia.custhelp.com/app/answers/detail/a_id/2615/kw/nvidia%20control%20panel/related/1)

</details>

<details>

<summary>Where do I find tutorials for World Creator?</summary>

You can find the tutorials on our website under [Tutorials](https://www.world-creator.com/en/tutorials.phtml) or on our [YouTube](https://www.youtube.com/@worldcreator3d) channel. Beside that, there are tons of YouTube creators utilizing and showcasing World Creator on the internet. A quick search will give you many results.

</details>

<details>

<summary>Can I create planets with World Creator?</summary>

With World Creator you can create huge terrains (also planetary scale terrains) easily but the export will still be a 2D image as a height map. We do not yet support a 3D spherical mesh export but we plan to add spherical projected exports soon.

</details>

<details>

<summary>World Creator crashes immediately after start. Please help!</summary>

If World Creator crashes immediately after running the executable file, then please check the log file which you can found at the following location:

<mark style="color:blue;">`C:\Users\[USERNAME]\Documents\World Creator\Versions\[VERSION]\log.txt`</mark>

Open that file with a text editor and scroll down to the last entry. It should look similar to the following text:

<mark style="color:blue;">`Exception: Value cannot be null. (Parameter 'context') Callstack:`</mark>\ <mark style="color:blue;">`at SkiaSharp.SKSurface.Create(GRContext context, GRBackendRenderTarget renderTarget, GRSurfaceOrigin origin, SKColorType colorType, SKColorSpace colorspace, SKSurfaceProperties props)`</mark>\ <mark style="color:blue;">`at SkiaSharp.SKSurface.Create(GRContext context, GRBackendRenderTarget renderTarget, GRSurfaceOrigin origin, SKColorType colorType)`</mark>\ <mark style="color:blue;">`at WorldCreator3.UI.SkiaRenderer.Rebuild(Texture renderTarget)`</mark>\ <mark style="color:blue;">`at WorldCreator3.WorldCreator.Initialize() at QHobcdjfY6cDlRbF0P.XaRW86QbuOd9mcCiHC.ihoftOSdD(String[])`</mark>

The interesting part is this one here:

-> Exception: Value cannot be null. (Parameter 'context')

\
This means that World Creator was unable to create a Vulkan context and instance. Vulkan is a graphics API like OpenGL or DirectX that comes with your GPU drivers.\
\
The problem is that you may have installed an application called **GamePP**, which installs a buggy Vulkan layer, causing Vulkan-based applications like World Creator to crash.\
\
**The solution is to uninstall GamePP and remove the GamePPSDK folder in C:/ProgramData, otherwise World Creator and any other Vulkan based application, will not start.**

</details>


# Purchase and License

<details>

<summary>I did not receive my login data. What shall I do?</summary>

Typically, you will receive two emails after purchasing World Creator. The first email is from FastSpring and covers your receipt. The second email is from us containing your acount login credentials.&#x20;

If you haven't received anything, then something went wrong during the purchase process. FastSpring typically tries to book your bank for a transaction. If that fails, then no purchase was made at all, hence, you will not receive any email from FastSpring nor us.

If you receive a receipt from FastSpring but no mail from us containing your login credntials, then please make sure to check your SPAM FOLDERS, too. In most cases you will find it there and everythng is fine. If not, then please feel free to contact <support@bitethebytes.com> and make sure to send your transaction / order ID or the email you used to place the order. Our support team will immediately check what went wrong and help you where they can.

</details>

<details>

<summary>How do I get additional user licenses?</summary>

Please go to the Buy page on our website and purchase another license. Make sure to use exactly the same email you used previously. Our system will merge the new purchase and add the proper license to your World Creator account. If that did not work, please contact <support@bitethebytes.com> after you rpurchase. They will re-reference the new license and connect it with your account.

</details>

<details>

<summary>I am a student / teacher. Am I eligible for an academic license?</summary>

Yes, you can. Please go to the Buy page of our website and scroll down until you see the full comparison list. There you will find a button that says Apply. Click it and fill in the form. After successful validation, we will send you a discount code by email.

</details>

<details>

<summary>How does the 12 months maintenance plan work?</summary>

If you have purchased a perpetual licence, a free 12-month maintenance plan is included with your purchase. During this period you will have access to all new updates and upgrades of World Creator. After the 12 months, you can renew at any time for an additional 12 months of support and updates via the customer portal.

</details>

<details>

<summary>What is a subscription?</summary>

The definition of a subscription is an agreement you make in advance to receive something for a specific period of time. When you make an arrangement to have a magazine delivered every month, this is an example of a subscription.

So in case of World Creator, you subscribe yearly, to use World Creator. Once the subscription period has ended, you no longer can run and use World Creator (which means, you have to re-subscribe again).

During your subscription period, you have access to all new updates and versions of World Creator that we release.

</details>

<details>

<summary>What does perpetual mean?</summary>

A Perpetual License grants you permanent access to the version of World Creator that is available at the time of your purchase, as well as to all versions released during your included **1-year Maintenance Period**.

\
Once the Maintenance expires, you can continue to use those versions forever, but you will not receive new updates or support unless you renew Maintenance.

</details>

<details>

<summary>What does Lifetime mean?</summary>

A Lifetime license gives you **unlimited access to all current and future versions of World Creator**. This includes **every update, upgrade, and new feature we release**, as well as **all new assets** we add over time — with **no additional costs**.

Please note that **Lifetime licenses are offered only on special occasions** and are **not always available**. Once you purchase one, however, you’ll always have full access to everything World Creator has to offer, now and in the future.

</details>

<details>

<summary>What is the difference between a Perpetual License and a Lifetime License?</summary>

* **Perpetual:** Pay once, keep the current version forever, 1 year of updates & support.
* **Lifetime:** Pay once, get **all future updates and support forever**.

</details>

<details>

<summary>Do I need to pay again for future upgrades if I own a Lifetime License?</summary>

No. Lifetime License owners receive **all future versions and updates at no additional cost**.

</details>

<details>

<summary>What is the difference between Indie, Professional, Studio, and Enterprise licenses?</summary>

* **Indie:** For hobbyists, individuals, sole proprietors, and students, no revenue cap.
* **Professional:** For freelancers and individuals, no revenue cap.
* **Studio:** For growing teams, includes volume discounts and optional subscription.
* **Enterprise:** For large companies, includes Priority Support, SLA options, and custom terms.

</details>

<details>

<summary>Can I upgrade from one license to another later on?</summary>

Yes. You only pay the **price difference** between your current license and the target license.

</details>

<details>

<summary>If I buy a Perpetual License and later upgrade, do I pay the full price again?</summary>

No. You only pay the **difference** between your current license and the new license.

</details>

<details>

<summary>How do Volume Discounts work if I need multiple seats for my team?</summary>

Discounts apply when purchasing multiple seats: e.g., 10% off for 5–9 seats, 15% off for 10–19, up to 25–30% for 50+. For larger teams, a **Site License** is recommended.

</details>

<details>

<summary>Are taxes or VAT included in the listed prices?</summary>

No. Taxes and VAT are calculated and added during checkout, depending on your location.

</details>

<details>

<summary>What is a Site License, and how is it different from a Studio or Enterprise license?</summary>

A Site License covers **unlimited seats at one physical location** (e.g., an office or university). Studio/Enterprise licenses are **per-seat** unless negotiated otherwise.

</details>

<details>

<summary>Where do I download the latest version of World Creator?</summary>

Please login to the Customer Portal from our website. Then click on Download World Creator and select the latest version from the list. You can choose between an installer and a ZIP archive. The installer will take all the necessary steps to ensure that everything you need to run World Creator is installed and set up. The ZIP archive doesn't take care of this, but lets you extract the executables without an installation process.

</details>

<details>

<summary>How do I upgrade from the Unity version to the Standalone version?</summary>

Please write an email to <support@bitethebytes.com> and send us the invoice number of your Unity asset store purchase (you should have received an invoice PDF from Unity after your purchase).

Also, please let us know which license you would like to purchase.

</details>

<details>

<summary>How much does a maintenance renewal cost?</summary>

If you have purchased a perpetual licence, a free 12-month maintenance plan is included with your purchase. During this period you will have access to all new updates and upgrades of World Creator. After the 12 months, you can renew at any time for an additional 12 months of support and updates via the customer portal.&#x20;

Maintenance costs are 30% of the listed price of the respective licence type.

</details>

<details>

<summary>My maintenance plan ran out. Where can I extend?</summary>

Sing in to your account and click on License. Select the license that is connected to your activation (check email) and click on the RENEW MAINTENANCE button.

</details>

<details>

<summary>How do I cancel my subscription?</summary>

If you have purchased a monthly or annual licence of World Creator, please login to the Customer Portal on our website and go to Licence. Select the licence you wish to cancel and click the Cancel button to cancel your active subscription.

</details>

<details>

<summary>How do I reset my activations?</summary>

Please login to the customer portal on our website and switch to License. There, select the license you would like to reset all activations for and click Reset to reset all activations.

</details>

<details>

<summary>My license expired. Please help!</summary>

If you get a "licence expired" error when running World Creator, your maintenance plan has probably expired and the version of World Creator you downloaded and installed was released outside of your maintenance support period.

Please login to the Customer Portal and check the expiry date of your assigned seat. If it has expired, you will need to renew your licence.

</details>

<details>

<summary>I am getting a "Not eligible for latest version!" error. What does that mean?</summary>

That means that you are activating a newer version of World Creator that was released after your maintenance period ran out. Please remember, after purchasing World Creator you are granted to new updates and upgrades for a period of 12 months. Any new release after that period requires you to renew your maintenance plan, else you do not get access to it. You only have access to versions that were released before your purchase and within your maintenance period but not to versions that your maintance period does not cover.

If your maintenance period ran out, here is how to renew it:

Sing in to your account and go to License(s). Select the license that is connected to your activation (check email) and click on the Renew Maintenance / Renew Subscription button.

</details>


# Application

<details>

<summary>How do I toggle the UI?</summary>

Press F3 to toggle the UI visibility.

</details>

<details>

<summary>How do I take a screenshot?</summary>

Press F11 to take a full screen screenshot, including the interface.

Press F12 to take a full screen screenshot without the interface.

Under Options / Application you may also activate "Screenshot Transparent Backgrounf" if you would like to savea fullscreen transparent background screenshot (make sure that the Ground Plate is turned off under Scene / Terrain).

</details>

<details>

<summary>Where are Screenshots stored?</summary>

Screenshots are stored in <mark style="color:blue;">`[USER]\Documents\World Creator\Screenshots`</mark> folder. Within World Creator you may also press the Open Screenshot Folder button in the toolbar to open the Windows Explorer.

</details>

<details>

<summary>How do I import an existing height-map into World Creator?</summary>

Heightmaps are part of World Creator's shape layer system.

To load a height map, add a new Stamp Layer. You'll now see the Heightmap slot at the bottom of the Properties panel. On top of the height map, you can load a matching colormap in the slot below.

This is explained in more detail in the [2D Stamp](/reference/terrain/shape-layers/2d-stamp) article.

</details>

<details>

<summary>My Terrain isn't updating while changing values. What's wrong?</summary>

Make sure the Realtime Generator toggle in the toolbar is activated. Toolbar settings are saved between projects so you might have disabled it in a previous project by accident.

</details>

<details>

<summary>How can I sculpt in World Creator?</summary>

Simply add a Sculpt Layer which is part of the Shape Layers to your scene. For a complete overview of how Sculpt Layers work, see the [Sculpt](/reference/terrain/shape-layers/sculpt) article.

</details>

<details>

<summary>How can I export my Terrain?</summary>

To export your terrain add an Export Layer to your terrain. This is where you define the individual layers you want to export. For a complete overview of how the Export Layer system works, see the [Export](/reference/export) section.

</details>

<details>

<summary>How can I add rivers to my terrain?</summary>

A full-fledged river system will be added in one of the next larger updates. To achieve a river in the current version you have the following two options:

* Use the [River](/reference/terrain/distributions/layer/rivers) Layer
* Create a river using a [Path](/reference/terrain/distributions/layer/path)
* Sculpt a river (sculpting tools are explained in the [Sculpt](/reference/terrain/shape-layers/sculpt) article)

</details>

<details>

<summary>Can I import real world height data into World Creator?</summary>

Yes, you can. World Creator offers an implementation of satellite height data and color information from MapTiler. A complete guide on how to use the MapTiler Layer and set it up can be found in the [MapTiler](/reference/terrain/shape-layers/maptiler) article.

</details>

<details>

<summary>What hotkeys are available in World Creator?</summary>

You can find a full list of all currently available Hotkeys at the end of the [Viewport and Navigation](/walkthrough/introduction/viewport-and-navigation) article.

</details>

<details>

<summary>How do I adjust scaling of the user interface?</summary>

World Creators UI is completely scalable. You can adjust it with the Interface Scale paramater under Options / Applications.

</details>

<details>

<summary>The Blender bridge is not working.</summary>

The blender bridge depends on the external python module Pillow for image conversion, which can in some cases cause issues with the installation to which most major bugs can be traced back.

#### Fresh install

If you install a version of the bridge for the first time and it doesn't work after starting Blender a second time after activating the addon, look in the addons folder (".../AppData/Roaming/Blender Foundation/Blender/x.x/scripts/addons/") and check if you have a "modules" folder with "PIL" in it. If not, make sure you have a working internet connection and look at blender's output log (run blender.exe instead of blender-launcher.exe). Blender should be downloading a python package via pip.

Updated Blender Version

If you've upgraded to a new version of Blender and selected "Load x.x settings" in the initial screen of the new version after the first start, and you had the World Creator bridge installed in the other version of Blender, make sure you delete the "PIL" and "pillow\...." folders in ".../AppData/Roaming/Blender Foundation/Blender/x.x/scripts/addons/" and reinstall the World Creator bridge, as the old bridge will be copied over when you transfer its settings, which can mess up Pillow.

If you've tried these steps and still have issues post it in the corresponding channel on the [World Creator Discord Server](https://discord.gg/worldcreator) or contact the support.

</details>

<details>

<summary>How do I select a custom export folder or location?</summary>

By default, World Creator exports its data to <mark style="color:blue;">`C:\users\documents\[USER]\World Creator\Export`</mark> but you may also set a custom location under Export by checking the Use Custom Export Folder toggle.

</details>


# Introduction

Welcome to the official World Creator documentation, your best resource for unlocking the full potential of the world's most advanced and fastest terrain and landscape creation software on this planet.

World Creator is the official successor to the powerful GeoControl, originally developed by Johannes Rosenberg in 2006 - and now re-developed from the ground up by [BiteTheBytes GmbH](https://www.bitethebytes.com/).  The full story of World Creator and BiteTheBytes can be read [here](/world-creator-story).

<figure><img src="/files/fh31kKxDyVpAPGZbbwgN" alt=""><figcaption></figcaption></figure>

World Creator is a real-time terrain generator and landscape creation tool. You can use it to create terrains and landscapes for games, movies, art, or just for fun.

World Creator is unique. It was the first terrain and landscape tool to do all its processing on the graphics card, so it did everything in real time. In addition, its workflow is super simple and the tools it provides for creating terrains are outstanding. It is not just a pure procedural generator, but it also adds extremely powerful design capabilities that allow you to create exactly the terrain you want.

The latest version of World Creator has become even more powerful. Everything has been improved (to name but a few):<br>

* New Biome System with procedural distributions, hand-painted biome layers, object support, and dedicated simulations (sand, water, snow, debris, lava).
* Object Importing & Scattering – import custom 3D models, distribute procedurally or manually, with displacement, blending, exclusion, instancing, and millions of objects in real time.
* New Blender Bridge Plugin with direct integration for Blender workflows and GTA 5 Modding Support (FiveM).
* New Licensing Options – Studio License for small teams, limited Lifetime License (including all future upgrades), Loyalty Discount (30%), Maintenance Renewal Discount (60%).
* Included Assets – 140 PBR material scans + introductory 3D asset pack, all royalty free (available for Pro, Studio, and Enterprise).
* New Material System – combines colors, textures, Substance materials, gradients; ZIP import, emissive support, texture rotation/displacement, improved height blending.
* Rendering Improvements – updated ray tracing, volumetric clouds, realistic water, emission support, post effects (bloom, LUTs, tone mapping, DOF), atmosphere haze & fog, camera tools.
* New Ray Tracer Denoiser – highly efficient viewport noise reduction.
* Two new Terrain Filters – Spike Removal and Cliffs.
* New World Scaler – adjust the overall size and proportions of procedural worlds globally (including objects, materials, distributions).
* Scene Layer Category – manually place 3D models, create camera objects; foundation for upcoming light sources, cloud layers, water layers, particle & fluid systems.
* Simple Video Creation – set a start and end point for an instant camera flythrough with high-quality image sequence output.
* LUT Support – apply Look-Up Tables for professional color grading directly in the viewport.
* Additional Improvements – refreshed grid overlay, shape layer masks, improved path tool, R16 export (for Unreal), object presets, better Wacom tablet support.

It is impossible to list and describe everything in detail. We suggest you take a look at our [tutorials](https://www.world-creator.com/en/tutorials.phtml) to get an idea of what features World Creator has. We also regularly release new showcase and tutorial videos on our [YouTube](https://www.youtube.com/@worldcreator3d) channel. You can also join our communities on [Discord](https://discord.gg/worldcreator), on [Reddit](https://www.reddit.com/r/WorldCreator/), and in our [forums](https://forum.world-creator.com/). The Reddit community and the forums are new and were set up at the end of February 2026.


# Purchase

Before you can run and use World Creator, you must purchase it through our website or be a reseller with access to our reseller procurement portal (only reseller companies can apply).

Here is a quick step-by-step guide to purchase World Creator htrough our website:

### **Step 1: Navigate to our website**

* Navigate to the [buy page](https://www.world-creator.com/en/buy.phtml) on our website and scroll down a bit until you see the license pricing

### **Step 2: Select license**

#### **2.1 Indie License**

The Individual License is the ideal choice for students, hobbyists, and independent developers who need the full professional power of World Creator to kickstart their commercial careers at an accessible price point.

**License Models**

You can choose the model that best fits your workflow:

* Yearly: Annual access to the latest version of World Creator.
* Perpetual: Lifetime access to all versions released during your active maintenance period.
* Lifetime: Permanent access including all future updates without further renewal fees.

**Key Features & Requirements**

* Commercial Use: Fully included. You are permitted to sell your assets, games, or renders commercially.
* Revenue Limit: Your annual revenue or funding must be below $100,000.
* Updates & Maintenance: Includes 12 months of updates. Future updates can be accessed via an optional renewal (29.00/year).
* Reliable Support: Standard Support is included, with response times typically between 1 and 5 business days.

Benefit: Experience the world's most powerful terrain generator with a complete professional toolset, specifically tailored to the needs of small creators.

***

#### 2.2 Professional License

The Professional License is specifically tailored for individual professionals and solo entrepreneurs who require full commercial rights and faster support for their freelance or client-based projects.

**License Models**

Choose the model that best fits your professional needs:

* Yearly: Annual access to the latest version of World Creator.
* Perpetual: Lifetime access to all versions released during your maintenance period.
* Lifetime: Permanent access including all future updates with no additional renewal fees.

**Key Features & Requirements**

* Commercial Use: Fully included. You have complete rights to sell your assets, games, or renders commercially.
* Revenue Limit: Designed for individuals or single-person businesses with an annual revenue or funding up to $200,000.
* Updates & Maintenance: Includes 12 months of updates. Future updates are available through an optional renewal for 59.00/year.
* Priority Support: Benefit from faster assistance, with typical response times between 24 and 48 hours.

Benefit: Professional-grade licensing that ensures your freelance career is backed by the world's most powerful terrain generator and dedicated support.

***

#### 2.3 Studio License Overview

The Studio License is designed for growing creative studios and production houses requiring multi-user collaboration. It is the ideal choice for small to mid-sized game studios, VFX houses, and architectural firms.

**License Models**

You can choose the model that best fits your studio's infrastructure:

* Yearly: Annual access to the latest version of World Creator.
* Perpetual: Lifetime access to the versions released during your maintenance period.
* Lifetime: Permanent access including all future updates without further renewal fees.

**Key Features & Requirements**

* Commercial Use: Fully included, allowing you to sell your assets, games, or renders commercially.
* Revenue Limit: For companies with multiple employees and an annual revenue or funding up to $1,000,000.
* Updates & Maintenance: Includes 12 months of updates. Future updates are available through an optional renewal for 119.00/year.
* Dedicated Studio Support: Benefit from a guaranteed response within 24 hours on business days.

Benefit: Built for collaboration and teams that need a reliable toolset for high-end production.

***

#### 2.4 Enterprise License Overview

The Enterprise License is designed for large-scale corporations, AAA studios, and global enterprises that require the highest level of support and no restrictive caps on their creative output.

**License Models**

This license is available in the following formats:

* Yearly: Annual access to the latest version of World Creator.
* Perpetual: Lifetime access to the versions released during your maintenance period.
* Lifetime: Permanent access including all future updates without further renewal fees.

**Key Features & Requirements**

* Commercial Use: Fully included, allowing your organization to sell assets, games, or renders commercially.
* Mandatory Requirement: This license is required for organizations exceeding $1,000,000 in annual revenue or funding.
* Updates & Maintenance: Includes 12 months of updates. Future updates are available through an optional renewal for 449.00/year.
* Enterprise-grade Premium Support: Includes 24h priority response, dedicated account management, and direct access to our technical leads.

Benefit: There are no revenue limits or restrictions. You can purchase and deploy this license immediately to your workflow without the need for custom negotiations or prior consultation.

## **Step 3: Place your order and proceed to checkout**

Once you have chosen the proper license and tier, you need to click he proper SELECT button to place your order and purchase World Creator. The order window looks ad follows:

<figure><img src="/files/IGG0UUU8ib2aQ4PXUcLG" alt=""><figcaption></figcaption></figure>

The entire purchase process is performed by FastSpring. In the top-right corner you can change the language of the purchase dialog window.

{% hint style="info" %}
Prices are in US Dollars. Prices do not include VAT. If you are within the EU, you will need to provide an EU VAT number to avoid being charged on your payments. Otherwise, VAT will vary depending on the country you are in.
{% endhint %}

If you have a discount code, you can enter it by clicking on Enter Promotional Code (see image above). The shopping cart icon to the top-left shows you a list of items that you are going to purchase. There you also may adjust the amount of licenses.

Depending on from what country you are from, you may also find a link where you can enter your VAT-ID (specifically for companies this is a common usage).

{% hint style="info" %}
Please make sure that you enter your correct email address because the automated backend of our license system will send you personal login credentials to the provided email.
{% endhint %}

After your purchase and successful validation through FastSpring, you will receive a purchase confirmation email and an email containing your personal activation / login credentials (username / password plus some helpful information about receiving official support and community forums).


# Assign License

Once you have successfully purchased World Creator, you will receive an email from us containing your personal login details (username/password). You will need these to log into our customer portal via our website, where you can manage your profile and licenses and download the World Creator application, view invoices, report bugs, request featurs, download samples, materials, and bridge tools.

Before you can download and activate World Creator, you must login to the customer portal through our website.

<figure><img src="/files/eV5UZmQZWEESgfB8ECgL" alt=""><figcaption></figcaption></figure>

Clicking the user icon (see image above) will open the login dialog:

<figure><img src="/files/0bFj8K3LrqO1ONRj69xr" alt=""><figcaption></figcaption></figure>

Once you have successfully logged in, you will see the contents of the customer portal:

<figure><img src="/files/n84aLtcjPa6Y2GY8aIoW" alt=""><figcaption></figcaption></figure>

The License Hub let's you review your active licenses, maintenance, subscriptions, seat assignments and available account actions.:

<figure><img src="/files/6dW8txHTxwAgS9bauMuY" alt=""><figcaption></figcaption></figure>

Click the **Assign** button:

<figure><img src="/files/2aVpvfoMrprDAGGxVUfw" alt=""><figcaption></figcaption></figure>

Enter the email of the user that wants to activate World Creator and click on Assign License.


# Downloading

The Download Hub let's you access World Creator releases, bridge tools, assets and sample files:

<figure><img src="/files/9kfKrYXmF63KUoWJo9qi" alt=""><figcaption></figcaption></figure>

Select which version you want to download and click either Download MSI or Download ZIP (we recommend to download the MSI installer):

The newest version is always at the top of the list. World Creator 2 was released in 2017 (see the tabs in the image above) and World Creator 1 was released in 2012. The download section will also tell you if you are entitled to run a particular version of World Creator. This depends on whether your maintenance plan covers the release date when a particular version was released. If not, you will need to renew your maintenance subscription in order to run the latest versions of World Creator.


# Installation

Once you have successfully downloaded World Creator, double-click the MSI installation file to launch the World Creator installer (which may differ from the screenshot below):

<figure><img src="/files/ZtfnbP9ddW0oLsOicx0w" alt=""><figcaption></figcaption></figure>

Please follow each installation step until the installer has completed its work. Once installed, you will find a shortcut to the World Creator application on your desktop.

{% hint style="info" %}
For companies that have restricted access to the internet, we offer offline licenses. Please contact <sales@bitethebytes.com>.
{% endhint %}

Also, in some cases, the installer may fail to install the Visual Studio C++ redistributables and the .NET Desktop Runtime that are required to run the application. In this case, you will need to download and install them manually. You can find them here:

* [**Visual Studio Redistributables**](https://aka.ms/vs/17/release/vc_redist.x64.exe)
* [**.NET Desktop Runtime**](https://builds.dotnet.microsoft.com/dotnet/WindowsDesktop/8.0.21/windowsdesktop-runtime-8.0.21-win-x64.exe)


# Activation

Upon launching World Creator, the software prompts you to input your login details. The screen appears as shown below:

<figure><img src="/files/brqyjimU1mRu7u9YyHAi" alt=""><figcaption></figcaption></figure>

The licensing system of World Creator allows you to manage multiple seats for each account. In case you bought World Creator as an individual, not only are you a user but also the account manager. As a company that has purchased World Creator, you might want to assign seats to your employees or renew the maintenance plan, or more.

It is important to note that the above activation/login request is intended for a user's seat login credentials, not their account login credentials.

Consequently, to use World Creator, you must have an assigned valid seat. To assign or reassign seats, please login to the customer portal through our website.

To quickly recap the process of assigning a seat right after purchase, follow these steps:

1. Log in to the customer portal
2. Go to the License section
3. Find a seat that is not assigned yet
4. Click the Assign button
5. Enter a valid email and copy the password on the displayed form
6. Click the Assign License button

Use the email address and system-generated password for the given seat to activate World Creator.


# Join our Community

World Creator is more than just a tool — it’s a growing community of artists, developers, and studios from around the world.

Connect with us, share your work, ask questions, get support, and stay up to date with the latest news and updates.

### Forum \* <mark style="color:red;">NEW</mark>

Join our official forum for structured discussions, feature requests, tutorials, and bug reports.\
A focused and distraction-free place to connect with the community and the team.

👉 Create an account and start posting today: [forum.world-creator.com](https://forum.world-creator.comforum.world-creator.com)<br>

### Discord

Join our Discord server for real-time community interaction.\
Chat with other users, showcase your work, and get community support.

👉 Jump into the conversation: [World Creator Discord Server](https://discord.gg/worldcreator)<br>

### Reddit \* <mark style="color:red;">NEW</mark>

Join discussions, share your creations, and connect with other terrain and environment enthusiasts.

👉 Be part of the conversation: [r/WorldCreator](https://www.reddit.com/r/WorldCreator/)<br>

### YouTube

Subscribe to our YouTube channel for tutorials, update showcases, development insights, and live streams.

👉 Don’t miss the latest features and workflow tips: [www.youtube.com/@worldcreator3d](https://www.youtube.com/@worldcreator3d)<br>

### Twitter / X

Follow us for quick updates, feature highlights, announcements, and sneak peeks.

👉 Stay in the loop: <https://x.com/worldcreator3d><br>

### Instagram

Discover stunning renders and environment art created with World Creator.

👉 Get inspired: <https://www.instagram.com/worldcreator3d/>

We truly look forward to welcoming you to our community and seeing the amazing creations you bring to life with World Creator.


# Let's get Creative

Great! Now that you have the World Creator up and running, it is time to work some terrain and landscape magic.&#x20;

In this walkthrough section, you will create an example of an amazing terrain, as shown in the images below. Just follow each step (1 to 8) to get a really good understanding of how World Creator works and how to use it effectively.

<figure><img src="/files/mPA68t87cek6xxUwawAh" alt=""><figcaption></figcaption></figure>

There are many links in each article that will take you deeper into the full reference. You don't need to read them for this walkthrough, but if you want to know a bit more about certain features and functions, you can.

OK, let's get started :smile:


# User Interface


# Main Menu

Upon launching World Creator and activating it successfully, you will be presented with the main menu that resembles the image below:

<figure><img src="/files/9j6Zf25vIa24AYdIhA7U" alt=""><figcaption></figcaption></figure>

## **Main Menu Options**

<table><thead><tr><th width="179.7000732421875">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>New</strong></td><td>Create a new blank project.</td></tr><tr><td><strong>Templates</strong></td><td>Provides a solid foundation to kickstart your project, complete with pre-applied filters.</td></tr><tr><td><strong>Recent</strong></td><td>Displays a list of projects that were recently used on the right.</td></tr><tr><td><strong>Load</strong></td><td>Opens the file browser, allowing you to select a project for loading.</td></tr><tr><td><strong>Samples</strong></td><td>Displays a list of integrated samples on the right.</td></tr><tr><td><strong>Docs</strong></td><td>Opens this documentation in your default web browser.</td></tr><tr><td><strong>News</strong></td><td>Takes you to the news page on our website.</td></tr><tr><td><strong>Logout</strong></td><td>Logs you out by redirecting you to the Activation Screen, where you need to re-enter your login credentials.</td></tr></tbody></table>

## Language

You can select the language you want to switch to from the top-right corner. World Creator supports the most commonly used languages around the world, and we intend to add more soon. If you notice anything that is not accurately translated, please inform us so we can promptly revise and adjust it.

## Social

You can see our social channels by scrolling down to the bottom. We would be sincerely grateful if you would follow us on our social media channels. We frequently post new content on our social media channels, including daily or weekly visuals and shared content from our community.


# Workspace

The World Creator interface is clear, straightforward and easy to understand. It has been redesigned to provide the best workflow experience. You will undoubtedly find it very intuitive, especially compared to all previous versions of World Creator. Let's take a look at everything and understand how it works.

World Creator's 3D workspace is made up of the 3D viewport, where all the rendering takes place, the main panel (on the right), where everything is set up in relation to the desired terrain, and a toolbar (on the left of the main panel), which provides quick access to several built-in tools. There are also specific HUD elements such as the compass (top), a height meter (left) and the mouse pointer, which displays additional information as you hover over the terrain.

<figure><img src="/files/7y3HGhCrS4BJtZDrVMc6" alt=""><figcaption></figcaption></figure>


# Viewport and Navigation

The 3D viewport displays your terrain in three dimensions. Three different rendering modes are available:

* High-Quality Render Mode
* Textured Render Mode
* Shape Design Mode

{% hint style="info" %}
Switching render modes is effortless. Simply click on the corresponding icon in the toolbar.\
![](/files/f1kLUlm3OGmZrgGG8eGs) ![](/files/E2ELpwfC5mt6IFDpz2v2) ![](/files/3UpnuSvOI6eYI3n9veCU)
{% endhint %}

By default, World Creator uses its High Quality Render Mode when running. The program utilizes a high-quality, real-time ray-tracing algorithm to render a photorealistic version of the terrain. This rendering mode is expected to perform well on a computer using a powerful graphics processing unit (GPU), for example, an Nvidia 1080 Ti and above, or an equivalent AMD GPU.

<figure><img src="/files/7y3HGhCrS4BJtZDrVMc6" alt=""><figcaption><p><em>High Quality Render Mode</em></p></figcaption></figure>

Additionally, you have the option to use the Textured Render Mode. It allows you to work on your textured terrain while disabling advanced rendering features and light computation to provide a more responsive workflow.

<figure><img src="/files/YVDuXvf8w4LJOiuThjlT" alt=""><figcaption><p><em>Textured Render Mode</em></p></figcaption></figure>

The Shape Design Mode, while not as realistic or sophisticated as the High Quality or Textured Render Modes, is much faster and allows the user to concentrate on designing the terrain without the need for a powerful GPU. To further customise your experience, you can load your own custom matcaps or choose from the available matcaps that ship with World Creator. See [Preferences/Graphics](/reference/options/graphics) for more information.

<figure><img src="/files/up1Cqa29RWkWC5wbM7X8" alt=""><figcaption><p><em>Shape Design Mode</em></p></figcaption></figure>

By opening the Scene node in the Tree-View, you can access all available World Creator's renderer settings, which can be customized as needed (detailed in a later topic on this). For the moment, it is recommended to keep the default settings unchanged, as they should suffice.

The 3D viewport displays two notable HUD elements:

* Directional Compass
* Altitude Meter

The Altitude Meter is situated to the left of the viewport. The Altitude Meter displays the altitude of the viewer (i.e. the camera which is used to view the scenery) and the min/max height of the whole terrain.

<figure><img src="/files/Ih7JuK93EnUqALzI23kb" alt=""><figcaption><p><em>The viewer is facing northeast at an altitude of around 600 meters above the zero point</em></p></figcaption></figure>

Next, we will examine the camera controls, as well as additional shortcuts that allow for quick access to useful functions inside World Creator.

To move the camera, use the following keys:

* W, A, S, D

  to move forward, left, backward, right
* Q, E

  to move downwards or upwards

You can move the camera faster by holding down the left SHIFT key or by using the Mouse Wheel to adjust the speed even further to cover everything from giant terrains all the way down to individual pebbles.

Moving the mouse and pressing the right mouse button allows you to change the vantage point. You can also use the mouse to move quickly across the terrain. To move quickly, click the middle mouse button while targeting a location on the terrain and move the mouse. Use the mouse wheel to zoom into the terrain.\
To rotate the camera around a specific spot, press the right mouse button together with the left ALT key on your keyboard and move the mouse.

<table><thead><tr><th width="437">Function</th><th width="296.4832763671875">Hotkey</th></tr></thead><tbody><tr><td>Opens this online documentation</td><td>F1</td></tr><tr><td>Toggle the UI</td><td>F3</td></tr><tr><td>Open Save As dialog</td><td>F5</td></tr><tr><td>Saves the current project</td><td>F7</td></tr><tr><td>Takes a screenshot (including UI)</td><td>F11</td></tr><tr><td>Takes a screenshot (without UI)</td><td>F12</td></tr><tr><td>Navigates the camera (forward, left, backward, right, down, up)</td><td>W, A, S, D, Q, E</td></tr><tr><td>Navigates the camera with increased speed (forward, left, backward, right, down, up)</td><td>LEFT CTRL + W, A, S, D, Q, E</td></tr><tr><td>Focus terrain</td><td>F</td></tr><tr><td>Saves the camera position to a specified slot (0 to 9, 10 slots in total)</td><td>LEFT CTRL + 0 to 9</td></tr><tr><td>Restores camera position based on the specified slot</td><td>0 to 9</td></tr><tr><td>Places the mannequin on the terrain (mouse location on terrain)</td><td>M</td></tr><tr><td>Look around using the mouse</td><td>RIGHT MOUSE BUTTON</td></tr><tr><td>Rotates the camera view around the current camera location on the terrain surface</td><td>LEFT ALT + RIGHT MOUSE BUTTON</td></tr><tr><td>Rotates the camera view around the center of the terrain</td><td>LEFT ALT + MIDDLE MOUSE BUTTON</td></tr><tr><td>Zoom in / out</td><td>MOUSE SCROLL WHEEL</td></tr><tr><td>Starts automatic camera rotation</td><td>ALT-1</td></tr></tbody></table>

For a detailed list of all key bindings, refer to [this article](/walkthrough/introduction/key-bindings-and-shortcuts).


# Key Bindings and Shortcuts

The key bindings and available shortcuts depend on the editing tool or mode you are in. Here we summarise all the modes available, along with the shortcuts you can use to improve your workflow.

## **Global**

Below is a complete list of globally available keyboard shortcuts.

<table data-header-hidden><thead><tr><th width="576"></th><th align="right"></th></tr></thead><tbody><tr><td>Opens this online documentation</td><td align="right">F1</td></tr><tr><td>Toggle the UI</td><td align="right">F3</td></tr><tr><td>Open Save As dialog</td><td align="right">F5</td></tr><tr><td>Saves the current project</td><td align="right">F7</td></tr><tr><td>Takes a screenshot (including UI)</td><td align="right">F11</td></tr><tr><td>Takes a screenshot (without UI)</td><td align="right">F12</td></tr><tr><td>Navigates the camera (forward, left, backward, right, down, up)</td><td align="right">W, A, S, D, Q, E</td></tr><tr><td>Navigates the camera with increased speed (forward, left, backward, right, down, up)</td><td align="right">LEFT CTRL + W, A, S, D, Q, E</td></tr><tr><td>Focus terrain</td><td align="right">F</td></tr><tr><td>Saves the camera position to a specified slot (0 to 9, 10 slots in total)</td><td align="right">LEFT CTRL + 0 to 9</td></tr><tr><td>Restores camera position based on the specified slot</td><td align="right">0 to 9</td></tr><tr><td>Places the mannequin on the terrain (mouse location on terrain)</td><td align="right">M</td></tr><tr><td>Look around using the mouse</td><td align="right">Right Mouse</td></tr><tr><td>Rotates the camera view around the current camera location on the terrain surface</td><td align="right">LEFT ALT + Right Mouse</td></tr><tr><td>Rotates the camera view around the center of the terrain</td><td align="right">LEFT ALT + Middle Mouse</td></tr><tr><td>Zoom in / out</td><td align="right">Mouse Scroll</td></tr><tr><td>Starts automatic camera rotation</td><td align="right">ALT + 1</td></tr><tr><td>Save</td><td align="right">CTRL + S</td></tr><tr><td>Save As</td><td align="right">SHIFT + CTRL + S</td></tr><tr><td>Save Incremental</td><td align="right">CTRL + ALT + S</td></tr></tbody></table>

## **Sculpt Layer**

When you add a Sculpt Layer, you can perform the following operations on the layer itself:

| Scale          |             Left Mouse on Corner + Drag |
| -------------- | --------------------------------------: |
| Rotate         |         Left Mouse outside Layer + Drag |
| Snapped Rotate | SHIFT + Left Mouse outside Layer + Drag |
| Transform      |          Left Mouse inside Layer + Drag |

### **Editing: Brush Tools**

When you switch to EDIT mode, you can perform the following operations with the Brush tools:

| Add Brush        |                    Left Mouse |
| ---------------- | ----------------------------: |
| Subtract Brush   |            SHIFT + Left Mouse |
| Brush Radius     |           CTRL + Mouse Scroll |
| Brush Smoothness |   CTRL + SHIFT + Mouse Scroll |
| Brush Strength   |     CTRL + ALT + Mouse Scroll |
| Brush Rotation   | CTRL + ALT + X + Mouse Scroll |
| Height Change    |       CTRL + X + Mouse Scroll |
| Flatten Height   |       CTRL + C + Mouse Scroll |

### **Editing: Grid Tools**

When you switch to EDIT mode, you can perform the following operations with the Grid tools:

| Set Selection         |         Left Mouse + Drag |
| --------------------- | ------------------------: |
| Add Selection         |  CTRL + Left Mouse + Drag |
| Remove Selection      | CTRL - Right Mouse + Drag |
| Modify Selection      |              SHIFT + Drag |
| Brush Radius          |       CTRL + Mouse Scroll |
| Seletecion Smoothness |      SHIFT + Mouse Scroll |

## **Stamp Layer**

When you add a Stamp Layer, you can perform the following operations on the layer itself:

| Scale          |             Left Mouse on Corner + Drag |
| -------------- | --------------------------------------: |
| Rotate         |         Left Mouse outside Layer + Drag |
| Snapped Rotate | SHIFT + Left Mouse outside Layer + Drag |
| Transform      |          Left Mouse inside Layer + Drag |

## **Procedural Layer**

When you add a Procedural Layer, you can perform the following operations on the layer itself:

| Scale          |             Left Mouse on Corner + Drag |
| -------------- | --------------------------------------: |
| Rotate         |         Left Mouse outside Layer + Drag |
| Snapped Rotate | SHIFT + Left Mouse outside Layer + Drag |
| Transform      |          Left Mouse inside Layer + Drag |

## **MapTiler Layer**

When you add a MapTiler Layer, you can perform the following operations on the layer itself:

| Scale          |             Left Mouse on Corner + Drag |
| -------------- | --------------------------------------: |
| Rotate         |         Left Mouse outside Layer + Drag |
| Snapped Rotate | SHIFT + Left Mouse outside Layer + Drag |
| Transform      |          Left Mouse inside Layer + Drag |

## **Path Layer**

When you add a Path Layer, you can perform the following operations on the layer itself:

| Affect all nodes at once |                           (SHIFT) |
| ------------------------ | --------------------------------: |
| Add Node                 |                SHIFT + Left Mouse |
| Move/Scale Node          |       (SHIFT) + Left Mouse + Drag |
| Remove Node              |      (SHIFT) + CTRL + Right Mouse |
| Change Height            | (SHIFT) + ALT + Left Mouse + Drag |
| Rotate Path              |             R + Left Mouse + Drag |

## **Polygon Layer**

When you add a Polygon Layer, you can perform the following operations on the layer itself:

| Affect whole shape at once |                              (SHIFT) |
| -------------------------- | -----------------------------------: |
| Add Node                   |                   SHIFT + Left Mouse |
| Move Node                  |  (SHIFT) + Left Mouse on Node + Drag |
| Remove Node                | (SHIFT) + CTRL + Right Mouse on Node |
| Change Height              |           (SHIFT) + ALT + Left Mouse |
| Rotate Shape               |                R + Left Mouse + Drag |

## **Model Layer**

When you add a Model Layer, you can perform the following operations on the layer itself:

| Add Model instance    | SHIFT + Left Mouse |
| --------------------- | -----------------: |
| Remove Model instance |  CTRL + Left Mouse |
| Select Model instance |         Left Mouse |
| Translation Mode      |                  T |
| Rotation Mode         |                  R |
| Scaling Mode          |             Z or Y |

## **Rivers Layer**

When adding a Rivers Layer you can perform the following operations in EDIT mode:

| Adjust Upstream Nodes |                           (SHIFT) |
| --------------------- | --------------------------------: |
| Select Node           |                        Left Mouse |
| Move Node             |       (SHIFT) + Left Mouse + Drag |
| Rotate Node           |   (SHIFT) + R + Left Mouse + Drag |
| Adjust Node Height    | (SHIFT) + ALT + Left Mouse + Drag |
| Remove Node           |      (SHIFT) + CTRL + Right Mouse |
| Add Spring            |                SHIFT + Left Mouse |
| Add Connected Node    |  SHIFT + CTRL + Left Mouse + Drag |

## **Mask Layer**

When you add a Mask Layer, you can perform the following operations in EDIT mode:

| Add Brush        |                  Left Mouse |
| ---------------- | --------------------------: |
| Subtract Brush   |          SHIFT + Left Mouse |
| Brush Radius     |        CTRL +  Mouse Scroll |
| Brush Smoothness | CTRL + SHIFT + Mouse Scroll |

## **Biome Layer**

When you add a Biome Layer, you can perform the following operations in EDIT mode:

| Add Brush        |                    Left Mouse |
| ---------------- | ----------------------------: |
| Subtract Brush   |            SHIFT + Left Mouse |
| Brush Radius     |           CTRL + Mouse Scroll |
| Brush Smoothness |   CTRL + SHIFT + Mouse Scroll |
| Brush Strength   |     CTRL + ALT + Mouse Scroll |
| Brush Rotation   | CTRL + ALT + X + Mouse Scroll |
| Modify Height    |       CTRL + X + Mouse Scroll |
| Flatten Height   |       CTRL + C + Mouse Scroll |

## Object Collection

| Focus Camera on Object |                                    F |
| ---------------------- | -----------------------------------: |
| Translation Mode       |                                    T |
| Rotation Mode          |                                    R |
| Scaling Mode           |                               Z or Y |
| Select Object Instance |                           Left Mouse |
| Add Object Instance    |                   SHIFT + Left Mouse |
| Remove Object Instance |                   CTRL + Right Mouse |
| Duplicate Object       |                             CTRL + D |
| Rotate Object          |    SHIFT + CTRL + ALT + Mouse Scroll |
| Scale Object           |          SHIFT + CTRL + Mouse Scroll |
| Offset Height          | SHIFT + CTRL + Z or Y + Mouse Scroll |


# Toolbar

The toolbar enables quicker access to certain functions in World Creator, saving time and maintaining focus on your project.

<table data-header-hidden data-full-width="false"><thead><tr><th width="658">Name</th><th width="100" align="right">Icon</th></tr></thead><tbody><tr><td><p><strong>High Quality Render Mode</strong></p><p>Switches to high quality render mode</p></td><td align="right"><img src="/files/f1kLUlm3OGmZrgGG8eGs" alt="icon highquality render"></td></tr><tr><td><p><strong>Textured Render Mode</strong></p><p>Switches into fast textured render mode.</p></td><td align="right"><img src="/files/E2ELpwfC5mt6IFDpz2v2" alt="icon textured render"></td></tr><tr><td><p><strong>Matcap Render Mode</strong></p><p>Switches into matcap render mode.</p></td><td align="right"><img src="/files/3UpnuSvOI6eYI3n9veCU" alt="icon matcap render"></td></tr><tr><td><p><strong>Show Heatmap</strong></p><p>Switch to heatmap view. If activated, the heatmap for the selected filter, material or distribution will be displayed. Heatmaps provide an overview of affected areas.</p></td><td align="right"><img src="/files/itnB6xH95S733wKJFjh8" alt=""></td></tr><tr><td><p><strong>Show Topo</strong></p><p>Switches to the topographic view. When enabled, a topographic representation of your terrain will be visible.</p></td><td align="right"><img src="/files/kMF7cMmbPLMzjMd6TgzQ" alt=""></td></tr><tr><td><p><strong>Show Grid</strong></p><p>Enables an additional grid overlay on the terrain.</p></td><td align="right"><img src="/files/eRV49Y1d7hC1C9mzetIn" alt=""></td></tr><tr><td></td><td align="right"></td></tr><tr><td><p><strong>Sky</strong></p><p>Toggles the sky. If enabled, sky lighting is applied.</p></td><td align="right"><img src="/files/dSt9naEgl8FHi3btaYRR" alt=""></td></tr><tr><td><p><strong>Clouds</strong></p><p>Toggle clouds. If enabled, clouds are created.</p></td><td align="right"><img src="/files/FVU2tsDo071BrnIXToVl" alt=""></td></tr><tr><td><p><strong>Water</strong></p><p>Enables/disables water. When enabled, water becomes visible.</p></td><td align="right"><img src="/files/gvksjdsoWYWqGW3piudF" alt="" data-size="original"></td></tr><tr><td><strong>Displacement</strong><br>Enables material displacement in the scene.</td><td align="right"><img src="/files/ikkwe7G3UATP23pv84E7" alt=""></td></tr><tr><td><strong>Denoiser</strong><br>Enables/disables the denoiser for pathtracing.</td><td align="right"><img src="/files/tOkXG8NKoH2hVuttNOyO" alt=""></td></tr><tr><td></td><td align="right"></td></tr><tr><td><p><strong>Realtime Generator</strong></p><p>Controls the real-time generator. If enabled, you must press Generate each time you change a value. Otherwise, World Creator generates everything automatically</p></td><td align="right"><img src="/files/6zdDdhMUkbphf7hwPqYf" alt=""></td></tr><tr><td><p><strong>Filter Live Preview</strong></p><p>Turns the filter live preview on or off. When disabled, filters are not applied during filter selection but only after being added. Alternatively, filters get applied while selecting them (you see a preview when hovering over a filter during selection mode).</p></td><td align="right"><img src="/files/fj6RhBAncioBYEIbkmlO" alt=""></td></tr><tr><td><p><strong>Generate Filters</strong></p><p>Turns the filter generation on or off. When disabled, filters will not be generated.</p></td><td align="right"><img src="/files/6j1cGFi00Af3m3Ksv1uM" alt=""></td></tr><tr><td><p><strong>Generate Materials</strong></p><p>Enables or disables the generation of materials. When disabled, materials will not be generated.</p></td><td align="right"><img src="/files/XpXAopapDPmpBfMbv1GQ" alt=""></td></tr><tr><td><strong>Generate Objects</strong><br>Generates all objects sources for the terrain.</td><td align="right"><img src="/files/11zz4PBORLDP4A88ft8Y" alt=""></td></tr><tr><td></td><td align="right"></td></tr><tr><td><p><strong>Focus</strong></p><p>Clicking on the icon will focus on the entire terrain. Pressing the F key on the keyboard will also focus on the terrain.</p></td><td align="right"><img src="/files/51HkTFCco6E5dqYJh18h" alt=""></td></tr><tr><td><p><strong>Open Screenshot Folder</strong></p><p>Opens World Creators screenshot folder in your file browser.</p></td><td align="right"><img src="/files/IbP79h7eUCDunFRkAvRA" alt=""></td></tr><tr><td><p><strong>Open Export Folder</strong></p><p>Opens the exported files folder in your file browser. All exported data will be saved in that location.</p></td><td align="right"><img src="/files/k9MGK3vTz5SfZU99gdpa" alt=""></td></tr><tr><td><p><strong>GPU Info</strong></p><p>Enable/disable the display of GPU information. If it is enabled, you will be able to view the GPU-related information within the viewport.</p></td><td align="right"><img src="/files/ItMaQ4V4bDXJHF6mJDeO" alt=""></td></tr></tbody></table>


# Main Panel

The main panel includes everything necessary to set up and design your terrain, rendering, export, options, and more. All actions can be performed in this panel, with no hidden pop-ups or windows.

<figure><img src="/files/yxVhu7I9khiYkmj4Jijd" alt=""><figcaption></figcaption></figure>

The Main Panel can be split into:

* The Application bar (topmost)
* The Tree View (left)
* Properties view (right-hand side)
* Status Bar (bottom)

We will now explain each of them in detail. Some elements, such as the Tree view and the Properties view, have in-depth sections that are covered in other articles. We suggest that you continue reading the documentation page by page, so you can become familiar with World Creator.

## **The Application bar**

The Application Bar features buttons that are usually found in the FILE menu of other applications. Apart from that, it displays version-specific information, such as EARLY ACCESS which indicates that you are using an unstable beta release that may crash and have some runtime issues. We usually release such versions before issuing a stable official release.

<figure><img src="/files/VUgBlOtoehMlxJxIZI1m" alt=""><figcaption></figcaption></figure>

Icons explained from left to right

<table><thead><tr><th width="179.699951171875">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Main Menu</strong></td><td>Closes this project and returns to the main menu.</td></tr><tr><td><strong>New</strong></td><td>Starts a new blank project.</td></tr><tr><td><strong>Load</strong></td><td>Loads an existing project from a file.</td></tr><tr><td><strong>Save</strong></td><td>Saves the current project.</td></tr><tr><td><strong>Save Incremental</strong></td><td>Saves your current project in a new file with an incremental naming scheme (e.g. "New Project_001").</td></tr><tr><td><strong>Save As</strong></td><td>Save the current project by creating a new file.</td></tr><tr><td>Sync</td><td>Exports the project to a format compatible with the World Creator's Bridge Tools. This is the best option if you want to transfer your terrain to other applications like Unity, Unreal Engine, Houdini, Cinema4D, Blender, and more.</td></tr><tr><td><strong>Screenshot</strong></td><td>The current viewport is captured in a screenshot and saved in the screenshots folder at <em>[USER]</em>\Documents\World Creator</td></tr><tr><td><strong>About us</strong></td><td>Opens a pop-up window that displays information about the team behind World Creator and more.</td></tr></tbody></table>

## **The Tree View**

The Tree View exhibits the application contents' logical arrangement, particularly for the terrain. As depicted in the image below, you see the Terrain section that extends to a Biomes section, which shows various Biomes that you can design and create. Filters (used to alter terrain shape), materials (used to add color to the terrain), and objects (used to place 3D models on the terrain, which will be added in a future version) are the constituent parts of Biomes.

To work within the Tree View, you got the following options:

<table data-header-hidden><thead><tr><th width="242"></th><th></th></tr></thead><tbody><tr><td><img src="/files/ftBquFelTAraCVID4qga" alt=""></td><td><ul><li><p><strong>Move</strong></p><p>Drag and drop the item</p></li><li><p><strong>Delete</strong></p><p>To delete the object, either drag it into the viewport and release the left mouse button or press the DEL key</p></li><li><strong>Duplicate</strong><br>Hold down the CTRL key while dragging</li><li><p><strong>Rename</strong></p><p>Double-click on its name</p></li><li><p><strong>Add new element</strong></p><p>Click on the plus icon next to the name</p></li><li><p><strong>Group elements</strong></p><p>Click on the folder icon and position the elements underneath it</p></li><li><p><strong>Change filter/material type</strong></p><p>Click on the circular arrow located at the right end of an elements name in the tree view</p></li><li><p><strong>Expand/Collapse all elements</strong></p><p>The two buttons to the right of the search field at the top</p></li></ul></td></tr></tbody></table>

## **Properties view**

The Properties view displays the properties and settings of a selected item from the Tree view. The settings displayed in the Properties view will vary for the selected item in the Tree view. The settings below demonstrate the default Biome element.

Things you will most commonly encounter:

| <img src="/files/Y6qwTCWfTknt4aCoxGOJ" alt="" data-size="original"> | <p></p><ul><li><p><strong>Seed</strong></p><p>As World Creator is based on procedural processes, almost all elements that have this nature expose their seeds. If you are unhappy with the result, try changing the seed to get a different variation.</p></li></ul><p></p><ul><li><p><strong>The Level Strengths</strong></p><p>The (in this case) 12 bars below the offset sliders. This affects how much a filter works at each level of the terrain. The whole level step system is explained in <a href="https://documentation.world-creator.com/en/walkthrough_levelstepsystem.phtml">this article</a>.</p></li></ul><p></p><ul><li><p><strong>Start Level or Level Step</strong></p><p>You can find this option in World Creator's shape layers and base shapes. This sets the element's level within the level step system, where it will blend into the terrain. Refer to the <a href="/pages/YiLYsZlm5A9SQ6rxV2np">level-step article</a> for a more comprehensive guide on how to work with it.</p></li></ul> |
| ------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |

## **Status Bar**

The status bar displays the progress of the internal generator. Modifying the terrain or anything related to it that requires re-generation will trigger the internal generator to process the changes. This displays the current status of the process. World Creator is a GPU-based real-time generator that ensures ultra-fast processing, hence, real-time without causing any inconvenience.

<figure><img src="/files/uV1vLzbLDSZUJ5kr4R82" alt=""><figcaption></figcaption></figure>


# Terrain Setup


# Understanding Terrains

## Biomes

In World Creator, a terrain consists of biomes. Per the official definition, a biome is an area classified based on the species living in the location. The temperature range, soil type, and the amounts of light and water are unique characteristics of a particular place that determine niches for specific species, enabling scientists to define the biome.

To apply this definition to World Creator, it is crucial to keep things as realistic, yet simple as possible. Climate changes are highly complex and require a considerable amount of time to simulate several hundred years to achieve real-world scenarios. Nonetheless, such a workflow would be excessively intricate and challenging to manage using a computer application. World Creator does things somewhat differently as we must consider that, in most situations, users simply want to create a biome instead of fully computing it automatically based on a large number of parameters that must be comprehensively simulated.

In World Creator each project has one base terrain which is then modified by the different biomes below it. Each biome comprises a set of filters to adjust and shape the terrain, a range of materials to tint the terrain, an array of objects to position on the terrain, and localised simulations such as water, debris, and sand.

{% hint style="info" %}
Please note that the biome system has been overhauled in World Creator 2025.1. In older versions, biomes can have different terrain bases, whereas 2025.1 uses one base terrain for the whole project that is then altered by the filters and effects in each biome.
{% endhint %}

<figure><img src="/files/OhedvcEdHcWAy28Uh2w7" alt=""><figcaption><p>Here you have three different biomes with a set of filters, materials and objects</p></figcaption></figure>

In addition, World Creator provides two main ways to distribute your biomes on your terrain. You can either use Biome Layers that allow manual sculpting and painting on the base terrain or the distribution stack that comes with each biome to procedurally place you biome using [distributions](/reference/terrain/distributions).&#x20;

<figure><img src="/files/oiJUQZeG3OSLvuYJ9VEh" alt=""><figcaption><p>Biome used for distributing the biome</p></figcaption></figure>

## Shape Layers

Besides the base terrain, the recommended approach to building the shape of your terrain is to use [Shape Layers](/reference/terrain/shape-layers). Shape Layers are a collection of tools that allow you to sculpt, design and modify terrains. The reference fully documents and gives an overview of each layer, in brief these tools include:

* [**Sculpt Layer**](/reference/terrain/shape-layers/sculpt)\
  Allows you to create or modify a terrain by sculpting, whether you start from nothing or use an existing and procedurally generated one. You can mix and match by using traditional design methods along with procedural ones without any issues. You can also tailor a generated terrain to meet your specific requirements.

* [**2D Stamp Layer**](/reference/terrain/shape-layers/2d-stamp)\
  Enables you to place existing elevation or color maps onto the terrain as stamps. Think of it as assembling or modifying terrain using the terrain stamps. For instance, you can import a custom volcano and position it onto your terrain within World Creator, along with its corresponding color map if required.

* [**Landscape Layer**](/reference/terrain/shape-layers/landscape)\
  It is somewhat similar to Biome Base Shape Styles because each procedural layer has its own generator. For instance, there is an option named Volcano which can be utilized to create a volcano complete with conventional parameters like Crater Radius, Crater Depth, and so on.

* [**MapTiler Layer**](/reference/terrain/shape-layers/maptiler)\
  It allows you to import real world data directly from MapTiler. Just like Google Maps or Bing Maps, MapTiler is a worldwide map service provider. World Creator has a direct connection to their service, allowing you to stream real world earth data directly into World Creator. This includes elevation and colour maps. However, you will need a MapTiler account to enable this functionality within World Creator. More details on this will be covered later.

* [**Path Layer**](/reference/terrain/shape-layers/path)\
  Enables you to create a vector path for the easy creation of simple rivers, paths, roads, mountain ranges, cliffs, canyons, and more. It is entirely vector-based and straightforward to use.

* [**Polygon Layer**](/reference/terrain/shape-layers/polygon)\
  Allows you to create a polygon by placing individual vertices. The resulting shape can then be modified with an inner and outer fall and can be used to create plains, mountains or lakes.

* [**3D Stamp Layer**](/reference/terrain/shape-layers/3d-stamp)\
  Allows you to import your own custom 3d geometry into World Creator and add it to your terrain.

* [**Rivers Layer**](/reference/terrain/shape-layers/rivers)

  River Layers allow you to add rivers and valleys to your terrain. They offer many different river types with full customisation to create your ideal river network.

Shape Layers are movable, scalable, and rotatable. The elements can adapt to your transformations, filters, and materials applied. Blending effects can also be applied for seamless integration with the underlying terrain and with each other.

<figure><img src="/files/c7B50AW1rffBblAUq1Tb" alt=""><figcaption><p>Four Shape Layers on a single terrain</p></figcaption></figure>

## Filters

Filters are applied to customize the terrain in a particular manner. Examples of filters that can be used are Erosion, applying a depletion effect on the terrain, and Sediment, which applies additional material onto the terrain. Filters can be combined and adjusted to produce a particular appearance or type of terrain. More about Filters can be read [here](/reference/terrain/biome/filters).

<div><figure><img src="/files/yfCEcIbO4jNFRumIqE8M" alt=""><figcaption><p>Wide Flows Erosion</p></figcaption></figure> <figure><img src="/files/m6m6E6BkZN64brrEthX4" alt=""><figcaption><p>Soft Flows Erosion</p></figcaption></figure> <figure><img src="/files/grjICSlSiQtGD3r6qfhh" alt=""><figcaption><p>Multiple filters combined</p></figcaption></figure></div>

## Materials

[Materials ](/reference/terrain/biome/materials)are applied to add color to the terrain. World Creator provides several texture material types that can additionally be used with gradient coloring based on the gradient distribution stack.

<div><figure><img src="/files/R8LkQzBan7cpcZqOAGBI" alt=""><figcaption><p>Gradient materials</p></figcaption></figure> <figure><img src="/files/Rt66mmeSBRcdcxTYbus5" alt=""><figcaption><p>Texture materials</p></figcaption></figure></div>

## Objects&#x20;

World Creator allows you to populate your landscape with your own custom objects. This can be everything from vegetation to rocks, or hero assets like castles or cities. [Object layers](/reference/terrain/biome/objects) are either available on the biome level or as scene objects under Scene and can either me placed manually or using the distribution stack procedurally.

<div><figure><img src="/files/pzA5ovNvCKP71rHjeDBh" alt=""><figcaption><p>Populated terrain</p></figcaption></figure> <figure><img src="/files/i6cQciIbocCyd0pf1ClV" alt=""><figcaption><p>Objects close up</p></figcaption></figure></div>

## Simulation Layers

[Simulation layers](/reference/terrain/simulation-layers) allow you to simulate effects like debris, snow, water or sand on your terrain. They can be either applied on the biome level or for the whole terrain.&#x20;

<div><figure><img src="/files/5vwi5VnkvdASGcUcnCDe" alt=""><figcaption><p>Debris simulation</p></figcaption></figure> <figure><img src="/files/OSvsanmXxz1WCyE71g9F" alt=""><figcaption><p>Sand simulation</p></figcaption></figure></div>

## Distributions

You can create masks along specific terrain features like [height](/reference/terrain/distributions/terrain/height), [slope](/reference/terrain/distributions/terrain/slope), [angle](/reference/terrain/distributions/terrain/angle), [flow](/reference/terrain/distributions/terrain/flow), and more, using what World Creator calls [Distributions](/reference/terrain/distributions). You can combine these distributions to create realistic terrains with amazing details.

<div><figure><img src="/files/4xM2h3B3NUjTuXwjYMai" alt=""><figcaption></figcaption></figure> <figure><img src="/files/YMVeBa2dAcmJZz1cOSzM" alt=""><figcaption></figcaption></figure> <figure><img src="/files/vlkUNSfroWku0GagmUR4" alt=""><figcaption></figcaption></figure></div>

Distributions can also be used as filters and objects. For instance, you can apply a terrace filter to a designated slope range to create non-uniform landscapes.

## Effects

The other important aspect is the capability to add [Effects ](/reference/terrain/effects)to Distributions to further customize and refine them. For instance, you may blur a distribution to create a more seamless blend or invert it entirely.

<div><figure><img src="/files/PZd4z76QH39C4wuuGsHu" alt=""><figcaption></figcaption></figure> <figure><img src="/files/wnpVNIE2oeBQMpS3xG5K" alt=""><figcaption></figcaption></figure> <figure><img src="/files/aDLB7esSWJ3eSYqzKfda" alt=""><figcaption></figcaption></figure></div>

## Mask Layers

Mask layers enable you to create masks that you can use for filters, materials, or later objects. Masks are typically utilized to describe an area that has been impacted by something. For example, in the image below, a mask is combined with a terrace filter to create terraces at a particular position on the terrain.

<figure><img src="/files/SXGCbzRHxTZr3Y5Y6GuZ" alt=""><figcaption><p>A mask is used to create a terraced mountain at a specific location without affecting the entire terrain</p></figcaption></figure>

Excellent! This concise overview of how World Creator handles terrains and the accompanying tools will help you comprehend the entire concept, along with subsequent articles. Do not worry, as we will provide increasingly comprehensive explanations throughout this documentation.


# Terrain Size and Detail

It is important to comprehend how World Creator manages Terrain Size and Detail to effectively handle sizing and detail when using World Creator terrains in other applications like Unity, Unreal, Blender, Cinema4D and others.

## Video Guide

{% embed url="<https://vimeo.com/1029732328>" %}
World Creator Guide
{% endembed %}

## **Terrain Size**

The size of the terrain in World Creator is measured in meters. For example, a terrain size of 1024 by 1024 indicates that it is 1024 metres wide and 1024 metres long.

Generally, terrains have sizes that are power-of-two, such as 512 by 512, 1024 by 1024, 2048 by 2048, 4096 by 4096, and so on. However, the good news is that the terrain system in World Creator also allows terrain sizes that are not power-of-two, such as 463 by 271 or 3674 by 2839. Therefore, you can use any value for the width and length of your terrain. However, it is important to note that certain applications may require a terrain size that is a power of two to function correctly (please refer to the application's documentation).

<div><figure><img src="/files/fu1FCVhvEmNbH2xWYtjw" alt=""><figcaption><p>1024x1024m</p></figcaption></figure> <figure><img src="/files/hmGx0cQ5cnr4BdwtWQFI" alt=""><figcaption><p>4096x4096m</p></figcaption></figure></div>

<div><figure><img src="/files/C3EOHPApn939F5RU6ovM" alt=""><figcaption><p>non uniform long terrain</p></figcaption></figure> <figure><img src="/files/Ri4bj6hae7IeL76knMVG" alt=""><figcaption><p>non uniform wide terrain</p></figcaption></figure></div>

## **Precision**

Precision is another important parameter in World Creator that greatly influences terrain detail. Imagine a terrain covering an area of roughly 1024 meters by 1024 meters. This equates to a total of 1,048,576 pixels (1024 multiplied by 1024). Each pixel represents a 1-meter by 1-meter square. This already provides a decent level of detail, but what if a higher level of detail was desired, mapping 0.5 meters squared for each pixel?

For this scenario, World Creator allows you to modify the precision. The default precision setting is 1 meter, however, you can increase it to more precise values, for example, 1/2 meter, 1/4 meter, 1/8 meter, etc. By doing so, World Creator can generate a more detailed terrain without altering the terrain size. As a result, it maps the terrain area visible in the viewport to a more detailed depiction.

<div><figure><img src="/files/E6UKcoOXO06neZlHToXd" alt=""><figcaption><p>1m precision</p></figcaption></figure> <figure><img src="/files/YAqywIefnI7tNK5ww8CZ" alt=""><figcaption><p>1/8m precision</p></figcaption></figure></div>

Please note that higher precision leads to more pixels in general. A 1024 by 1024 terrain with 1/2 precision creates a height map that is one-fourth the size of a 1024 by 1024 terrain with 1m precision. It is important to be aware of this because higher detail results in a more significant performance impact on your GPU and larger exported maps

## **Seed**

In addition to the terrain size and detail precision, there is a seed value utilized to generate the initial terrain shape with random elevation values. The initial terrain shape remains constant for a given seed number. A new initial terrain shape is created by changing the seed.

<div><figure><img src="/files/3uC557OxKndB3k7x6JXh" alt=""><figcaption><p>Seed 0</p></figcaption></figure> <figure><img src="/files/agiV75XXv3TPeTIpGhNf" alt=""><figcaption><p>Seed 1</p></figcaption></figure></div>


# Level Step System

The Level Step system is the key aspect of terrain generation in World Creator and the main reason behind its fast terrain generation speed (aside from utilizing heavily GPU-optimized filters). This article briefly explains what the system is and how to make the most out of it.

## **What exactly is the Level Step system?**

When selecting a 1k terrain with 1/4th precision, World Creator does not only compute the terrain on a 4k map and display it to you. Instead, it iteratively works with an upsampling algorithm: starting on a 2x2px grid and increasing to 4x4px, 8x8px, and so on; doubling the resolution at each step.

This is the basis of the level-step interface that is present in each filter and various other UI elements throughout World Creator. As such, adjusting the strength of a filter at level 8 modifies the influence of that filter on the 8th texture in the upsampling chain, which equates to the 8th or 256x256px texture.

Upsampling allows World Creator to work with different resolution versions of a terrain, which significantly reduces rendering time. For example, with particle-based erosion, the sediment must move from where it is being eroded to where it settles. Sediment may have to travel considerable distances depending on the surrounding terrain. If this process is calculated on a high-resolution image, the sediment may have to travel several hundred pixels, all of which will need to be processed. Working at lower resolutions means that the algorithm requires fewer steps to cover the same distance on the map, resulting in a significant reduction in computation time.

An additional advantage of the upsampling workflow is the impact the lower terrain levels have on the shape of the entire terrain. This effect can be observed in the following pictures where the low and medium terrain levels mainly impact the overall shape of the generated terrain, whereas higher levels contribute minor details to the final terrain.

<div><figure><img src="/files/gTxc9VkNr3aB1vRYqPt0" alt=""><figcaption><p>base terrain</p></figcaption></figure> <figure><img src="/files/2OLKWmD1NIW42YQ1gnLr" alt=""><figcaption><p>low levels</p></figcaption></figure></div>

<div><figure><img src="/files/ytreajXfspY3HZ8hYcFc" alt=""><figcaption><p>medium levels</p></figcaption></figure> <figure><img src="/files/7gPwG4PZhI36zNbzQ7st" alt=""><figcaption><p>high levels</p></figcaption></figure></div>

This can again be observed clearly in the two merged images below. Although the combination of low and medium levels makes the most significant contribution to the final terrain form, the extra high levels are primarily useful for producing a more defined effect on the ultimate resolution.

{% hint style="info" %}
It's worth noting that this depends significantly on the filter and its settings. For instance, in this erosion process, the rain strengths used for each level are lower for the higher ones, which has a considerable impact on the outcome.
{% endhint %}

<div><figure><img src="/files/CntZkkHBsZdLGnyKhvHD" alt=""><figcaption><p>low &#x26; medium levels combined</p></figcaption></figure> <figure><img src="/files/RqCDVP2CXkEOFTnQZuld" alt=""><figcaption><p>final erosion</p></figcaption></figure></div>

## **Proper usage of the Level Step system**

### **Filters**

In general, filters operate more quickly on lower levels. That is because just about all filters/layers operate on a per-pixel basis. On level 8, it would represent 256x256px, i.e., 65,536 pixels. On the other hand, a texture at level 11 measures 2,048 x 2,048px, i.e., a total of 4,194,304 pixels.\
Even though modern GPUs are very efficient at executing such parallelized processes and World Creator employs highly optimized and sturdy algorithms, you can observe how the higher levels may become more expensive.\
To achieve maximum performance, try decreasing the higher levels to maintain a visually pleasing result and avoid unnecessary computational overhead. This is particularly true for the erosion and simulation filters because they frequently run multiple iterations per level per pixel, making higher levels even more costly.

### **Shape Layers**

Shape layers generally have a lower performance hit with the level system. When working with shape layers, the main consideration is how much detail you want to include in your terrain and how strong the filter effects should be.

By looking at the images below, it's clear that the shape layer becomes sharper as the level step increases because it's blended with the terrain at a higher resolution.

On the other hand, if you look at the same terrain with filters, you'll see that the effect the filter stack has on it diminishes at a higher level step. This occurs because the filters have fewer levels to carry out their work, and they tend to overlook the lower levels, which frequently have more significant effects on the general terrain shape. This was already explained above.

<div><figure><img src="/files/aiy7UYyYScJzsLAzMF3L" alt=""><figcaption><p><em>low level base</em></p></figcaption></figure> <figure><img src="/files/gJh9IXjlCT79Md2IXjAy" alt=""><figcaption><p>medium level base</p></figcaption></figure> <figure><img src="/files/Ju7iXCItE4W7DnS8hG5b" alt=""><figcaption><p>high level base</p></figcaption></figure></div>

<div><figure><img src="/files/c0OTZmZYjxsvLvJmbMF2" alt=""><figcaption><p>low level filter</p></figcaption></figure> <figure><img src="/files/NoUCEVB63ZinIWRAWgwb" alt=""><figcaption><p>medium level filter</p></figcaption></figure> <figure><img src="/files/4rbRZNEnGbxUV6se3Vyi" alt=""><figcaption><p>high level filter</p></figcaption></figure></div>


# Crafting a Shape


# Adjusting Seed

From the previous articles you should now have a basic understanding of how World Creator operates. Let's start creating a real world terrain by creating a sandy river valley.

We first start by increasing our seed to a base terrain, that resembles our wanted look better. We do this in the main [terrain settings panel](/reference/terrain).&#x20;

{% hint style="info" %}
Changing the seed in the terrain settings adjusts it globally, which means it also changes the seed for all other elements such as shape layers, filters and distributions. To change the seed locally, simply change it in the element you want to adjust.
{% endhint %}

<div><figure><img src="/files/ZqPpz2Ym2xEijiMYsGOr" alt=""><figcaption><p>Base Seed</p></figcaption></figure> <figure><img src="/files/if4lKsJSt8UXVeg0WTL4" alt=""><figcaption><p>Seed set to 12</p></figcaption></figure></div>


# Sculpting

To create a valley shape, we'll add a [Sculpt Shape layer](/reference/terrain/shape-layers/sculpt). With the layer selected, press **Edit** to start sculpting and change the Operation Mode to **Add** in order to paint over the existing landscape. Then change the brush mode to **Lower** and start drawing a valley shape into the terrain.

<div><figure><img src="/files/KMAbet8QRhXPAuQIQjsJ" alt=""><figcaption><p>Operation Overwrite</p></figcaption></figure> <figure><img src="/files/gQ0qxvMOw429XuR9F9ar" alt=""><figcaption><p>Sculpted landscape</p></figcaption></figure></div>


# Detail Terrain


# Add Erosion Filter

We will now add a [Soft Flows Erosion](/reference/terrain/biome/filters/basic-erosion/soft-flows) filter. This filter is a simple erosion algorithm that uses water particles to simulate the erosion and deposition of sediment. Once you have added it, you can browse the various [presets ](/reference/presets)at the top of the filter settings to quickly change the look of the filter, or you can manually adjust all the parameters that the filter uses to tweak it to your liking.

<figure><img src="/files/VSjD4JUOKx1zn8h5EA1Q" alt=""><figcaption></figcaption></figure>


# Add Plateaus Filter

Next up we add a [Rocky Plateaus ](/reference/terrain/biome/filters/arid/rocky-plateaus)filter. This helps to create a more rocky cliff look, which is exactly what we want.&#x20;

While the filter itself produces a fairly nice result, it creates some sharp structures at the bottom of the valley. This is something we will fix in the next few steps, especially when applying a sand simulation.

<figure><img src="/files/aXQImuMJE5cVP6JQnd9X" alt=""><figcaption></figcaption></figure>


# Add River

To shape the bottom of our valley we will now create a [River Layer](/reference/terrain/shape-layers/rivers). When you first add it to your terrain World Creator will automatically generate a river network based on your terrain. As we don't need that simply press **Clear Rivers** on the left side while in **Edit** mode. After that we use **Shift + LMB** to place a new spring and then **Ctrl + Shift + LMB + Drag** to drag out the rest of our river stream from that spring.

<div><figure><img src="/files/EyDqTXJUefUD6oFq75CX" alt=""><figcaption></figcaption></figure> <figure><img src="/files/d2komMBVu86H8Fh0w44b" alt=""><figcaption></figcaption></figure></div>

<figure><img src="/files/MzkKGBfq5iNJWeKEYB9B" alt=""><figcaption><p>final river</p></figcaption></figure>


# Add Base Gradient Material

Now that the base of our terrain is finished, we can add a first pass of material to it. To get a nice detailed material we will use the [Gradient material](broken://pages/ESklo2RZSwHRWGKws6te). A gradient material works by applying a colour gradient to a given greyscale gradient. The greyscale gradient will be created using the World Creators [distribution system](/reference/terrain/distributions).&#x20;

We start by adding a [Melt distribution](/reference/terrain/distributions/terrain/melt) to our material's Gradient distribution stack. You can now see the resulting mask. Next, we simply select one of the Rock Gradient presets in the Gradient material to apply a predefined gradient to the material. You can of course also create your own custom gradient based of colours or reference images.

To add even more detail, we will use a second gradient material masked with a [Roughness Distribution](/reference/terrain/distributions/terrain/roughness), which has a darker tone.

<div><figure><img src="/files/OFMpWaTXWXmiWnQ72Yoq" alt=""><figcaption><p>Base Gradient</p></figcaption></figure> <figure><img src="/files/jX7DNvcJXCy7wVSehT6x" alt=""><figcaption><p>Melt distribution gradient</p></figcaption></figure></div>

<div><figure><img src="/files/XfPoaGC3fAOuywM1kxsa" alt=""><figcaption><p>Terrace Gradient</p></figcaption></figure> <figure><img src="/files/8Hjqwa8MxXBufB9HNORD" alt=""><figcaption><p>Dirt Gradient</p></figcaption></figure></div>


# Run Simulations


# Add Sand

To further polish our terrain, we now move on to [Simulation Layers](/reference/terrain/simulation-layers). Simulation Layers provide high quality physical simulations such as [Sand](/reference/terrain/simulation-layers/sand), [Fluid](/reference/terrain/simulation-layers/fluid), [Snow ](/reference/terrain/simulation-layers/snow)or [Debris ](/reference/terrain/simulation-layers/debris)that work with simulated material on top of the filter stack. Since we want to create a desert canyon, we will use the sand simulation first.

After adding the Sand layer, click **Edit** and mask out the area where the sand will spawn. By default, each simulation layer comes with its own paintable mask.

<div><figure><img src="/files/zP4djBbjl8bUhGLjFbAW" alt=""><figcaption></figcaption></figure> <figure><img src="/files/JajeYmNXiZ2juTD6teYK" alt=""><figcaption><p>Sand Mask</p></figcaption></figure></div>

To texture our sand we create a new material, give it a sand like colour and drag the sand simulation layer into its distribution stack. This creates a [simulation layer distribution](/reference/terrain/distributions/layer/simulation) that references the sand layer.

<figure><img src="/files/670nEK8bxFGCmigu3nk3" alt=""><figcaption><p>Sand Material</p></figcaption></figure>

To further enhance the scene we then add a second sand simulation using a darker material. This time we do not mask it, instead we reduce the **Spawn Amount,** which then results in a nice global fade effect.

<div><figure><img src="/files/Kh36qr2iNcHLit3FKCNb" alt=""><figcaption><p>Dark Sand</p></figcaption></figure> <figure><img src="/files/Nzt0vW843B8jBHAzfMCk" alt=""><figcaption><p>Dark Sand Material</p></figcaption></figure></div>


# Add Debris

As a final layer of detail we use a [Debris Simulation Layer](/reference/terrain/simulation-layers/debris). This layer simulates individual pieces of debris rolling down the mountain and settling in the valley. After adding the layer you will see a **Tint** box under the Shape settings. From the presets there, we have chosen a rock-like gradient to give the debris some randomised colours.

<div><figure><img src="/files/eTmzEkn1qlapmHWAEp1o" alt=""><figcaption><p>Debris Simulation Layer</p></figcaption></figure> <figure><img src="/files/HKWRy3cGrEGm9VkubYM0" alt=""><figcaption><p>Colorized Gradient</p></figcaption></figure></div>


# Add Objects


# Load Bushes

Even though this is a quite dry landscape we'll now add some simple bushes to our terrain to make it more detailed. For this we'll be using **Bush\_B.glb** from the assets that come with World Creator. Simply drag and drop the .glb into the **Objects** layer of the biome to add it to your scene. To make it larger we'll now increase the **ModelScale** to 2 and change the **Tint** to an earthy tone picked from the terrain to make it fit better.

<figure><img src="/files/NPfJU8glr5sY1E4MasEK" alt=""><figcaption></figcaption></figure>

Next up we are adjusting the **Distribution Settings.** Enable **Align to Normals** and set the **Instance Distance** to 16 to get more instances. Additionally we enable **Use Distribution Scale** and set the **Min** value to .5, this will fade out the scale of our bushes at the edges of our mask which will come in handy in the next step.

<figure><img src="/files/MWsIIkcjV5ay3MgkrjOn" alt=""><figcaption></figcaption></figure>


# Mask Objects

Currently, our bushes are spread across the entire terrain, which is not what we want. Instead, we are going to restrict them to the sides of the river, where water naturally collects on a dry terrain like this. To do this drag the river layer into the distribution of our object layer. This will create a **River Distribution** automatically linked to that layer. Also set the **River Range** to 0 and the **Valley Range** to 1 as we don't want our bushes to appear in the river itself.

<figure><img src="/files/RBQWc96bzTLiT4ugUutd" alt=""><figcaption></figcaption></figure>

As you can see, this gives us a very narrow mask around the river. To change this we'll set the **Valley Width** of the river to 5 so that we have a larger valley where bushes can be placed.

<figure><img src="/files/9tNlObXPqTSsbdfsKIwL" alt=""><figcaption></figcaption></figure>

On top of that we now add a **Blur** effect to smooth it out even more and give our bushes a nice wide area to be scattered in.

<figure><img src="/files/zsF6T9d7wNv0iOe8YL81" alt=""><figcaption></figcaption></figure>


# Final Touches


# Colorize Flows

To add even more nuance to our texturing we use one last highlight material. For that we add a [Color Material](broken://pages/WbyvJxK8eF3nSxsdmHmB) and apply a [Flow distribution](/reference/terrain/distributions/terrain/flow) to it. This simulates the flow of water down the terrain, resulting in nice streaks of sediment that break up the solid colors of the sand simulations.

<figure><img src="/files/H4cBu8iabwsOu5FHAq6g" alt=""><figcaption></figcaption></figure>


# Add Volumetric Dust

To complete our terrain, we activate clouds by clicking on the cloud icon in the hotbar, and then adjust the [Scene settings](/reference/scene) so that they look like thin sand clouds that lightly cover the valley.

{% hint style="info" %}
Please note that all post-processing and environmental effects are currently not exportable and are for visual purposes only in World Creator.
{% endhint %}

<div><figure><img src="/files/6GilLO2UxKyQF22ZvIez" alt=""><figcaption></figcaption></figure> <figure><img src="/files/hyFqG9jtIokr9pbxssY6" alt=""><figcaption></figcaption></figure></div>


# Save and Export


# Save as Package

In order to have our project available at a later date, we now save it. By changing the project type to Package, World Creator will include all textures and relevant links in the file itself. This ensures that the project will load if you transfer it to another computer.

<figure><img src="/files/BUzCtyW6BDU9bJ2GWWNn" alt=""><figcaption></figcaption></figure>


# Export to Blender

While you can export your terrain manually, we will use the much easier way of using the World Creator Bridge for Blender. This turns the export workflow into 2 keystrokes and the terrain is already nicely set up for you in Blender.&#x20;

{% hint style="info" %}
For a full overview of the Blender Bridge and how to install the bridge, please see the [Blender Bridge article](/reference/export/bridge-tools/blender-bridge). Bridges are also available for most other popular 3D programs. For a complete list, see the [bridge reference](/reference/export/bridge-tools).
{% endhint %}

After installing the bridge in Blender, all we have to do is press the **Sync** button in the top right corner of the World Creator. This will export the terrain as well as the material and all other relevant information.

<figure><img src="/files/mPA68t87cek6xxUwawAh" alt=""><figcaption><p>Sync Button</p></figcaption></figure>

Now all we need to do to import it into Blender is press the **Synchronise** button in the Bridge UI. If you want to have access to a fully layered material setup, make sure you enable **Import Layers**. This will build up the material graph in a similar way to the layered materials in World Creator, and allows you to use tiled textures instead of one giant baked colour map, which is more useful and performant for background terrains.

<figure><img src="/files/wZAPsBNLiYXM8WKfcF65" alt=""><figcaption><p>Layered Import into Blender</p></figcaption></figure>

After importing the terrain we now also want to bring our distributed bushes into Blender. To do this we open up the **Objects** panel and select **Sync Objects**. This then creates a geometry nodes system which automatically scatters the bushes according to our WC distribution. All thats left now is to disable **Frustum Culling** under the **Display** options and **Distance Culling** for the system. Both are enabled by default to optimize performance for larger and more dense scenes. Additional infos about the bridge can be found in the [Blender Bridge Reference](/reference/export/bridge-tools/blender-bridge).

<figure><img src="/files/9Q2YccwZ5hYRBvcr9Jha" alt=""><figcaption></figcaption></figure>


# Terrain

## Overview

The Terrain Panel is used to set the boundaries and base terrain of the project, as well as to specify its size and level of detail. It also provides the option to activate and configure a High Detail Preview. This feature is particularly useful for large terrains, as it prevents real-time rendering performance from being compromised.

## Terrain

<table><thead><tr><th width="159.5999755859375">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the generated terrain.</td></tr><tr><td><strong>Resolution</strong></td><td>The size of the generated terrain in width and length.</td></tr><tr><td><strong>Precision</strong></td><td>The relation between pixels on the screen and the metric measurement system.</td></tr><tr><td><strong>Noise World Scale</strong></td><td>Scales all base noises, noises in distributions and filters to allow you to zoom into the world and change the relative size of the terrain.</td></tr><tr><td><strong>Scale Objects with World</strong></td><td>Also scales objects to keep them proportional in size to the rest of the terrain.</td></tr></tbody></table>

## Base Noise

World Creator uses the diamond-square algorithm to build its terrain. This means it starts at a low resolution and iteratively upscales the previous terrain until it reaches the desired final resolution. The **Base Noise** is applied at the start of each upscaling step, according to the parameters of its level step.

<table><thead><tr><th width="159.599853515625">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the base noise.</td></tr><tr><td><strong>General Strength</strong></td><td>The strength of the base noise.</td></tr><tr><td><strong>Offset X/Z</strong></td><td>Allows you to shift the position of the base noise.</td></tr><tr><td><strong>Level Steps</strong></td><td>Controls the strength of the base noise on each upscale <a href="/pages/YiLYsZlm5A9SQ6rxV2np">level step</a>.</td></tr></tbody></table>

## Shape Settings

The Shape Settings control the base terrain on which [Filters](/reference/terrain/biome/filters), [Shape Layers](/reference/terrain/shape-layers), [Simulation Layers](/reference/terrain/simulation-layers) and everything else operate. It is defined once for each terrain and can then be individually shaped and adjusted by Biomes.

<table><thead><tr><th width="159.599853515625">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Shape Type</strong></td><td>This allows you to switch between several base shapes, such as Classic, Canyon and Dunes, among others.</td></tr></tbody></table>

### Base

These settings are available for alls Shape Types and control how the shape is applied.

<table><thead><tr><th width="159.599853515625">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the terrain base shape.</td></tr><tr><td><strong>Strength</strong></td><td>The height of the terrain base shape.</td></tr><tr><td><strong>Start Level</strong></td><td>This controls the <a href="/pages/YiLYsZlm5A9SQ6rxV2np">level step</a> at which the base shape is inserted into the generation process. This is a crucial setting as it significantly impacts the shape of the landscape and the amount of time that filters and other effects in World Creator have to operate on the terrain.</td></tr><tr><td><strong>Noise Height</strong></td><td>Allows you do adjust the range of the generated base shape noise.</td></tr></tbody></table>

### Placement

<table><thead><tr><th width="159.5999755859375">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Offset X/Z</strong></td><td>Allows you shift your base shape in the scene.</td></tr><tr><td><strong>Anchor X/Z</strong></td><td>Allows you to set the anchor of the rotation.</td></tr><tr><td><strong>Rotation</strong></td><td>Allows you to rotate your base shape in the scene.</td></tr></tbody></table>

### Shape

These settings are shape type specific and enable you to adjust the base shape to your liking. For an overview of the different shapes and there parameters have a look at the [Landscape Shape Laye](/reference/terrain/shape-layers/landscape)r as most of the shape types are also available there and fully documented.

## High Detail Preview

The High Detail Preview is a designated preview area where highly detailed terrain is rendered. This feature comes to play in scenarios where the terrain size is too large to render in real-time. It ensures a smooth and efficient terrain creation process, even when working with expansive terrains.

<table><thead><tr><th width="159.60009765625">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Mode</strong> </td><td><p>Determines the zone in which the high detail preview is rendered. there are 3 options:<br></p><ul><li>None<br>there is no area where a high detail preview will be rendered</li><li><strong>Zone</strong><br>the user can define a zone in which te high detail preview will be rendered</li><li><strong>Camera</strong><br>the high detail preview will be rendered underneath the camera</li></ul></td></tr><tr><td><strong>Show Outline</strong></td><td>Renders a red outline around the area in which the high detail preview is rendered</td></tr></tbody></table>


# Biome

## Overview

Biomes enable you to generate specific terrain types by grouping filters, materials, objects and simulations, which are then applied to your base terrain. By storing biomes in the [preset system](/reference/presets), you can easily perfect each one individually and then, in a second step, combine them to create a diverse landscape.

## Parameters

| Properties            | Description                                                                           |
| --------------------- | ------------------------------------------------------------------------------------- |
| **Preview Color**     | The color used for the identifier in the tree view and as a color in the Biome Layer. |
| **Overwrite Objects** | Overwrites the objects of all lower level biomes.                                     |
| **Overwrite Filters** | Overwrites the filter of all lower level biomes.                                      |
| **Filter Blending**   | Allows you to smoothly blend with the filters of lower level filters.                 |


# Filters

## Overview

Filters are the main way to add realism to your terrain in World Creator. They offer a variety of ways to apply effects to your base terrain, from simple distortion or sharpening of cliff faces to advanced hydraulic and thermal erosion algorithms.

## Shared Parameters

All filters have the following several features in common:

* **UI in the Tree view**

  In the UI you can change the name of a filter by double-clicking its name. Additionally, you can change the type of a filter to any other of World Creators filters by pressing the arrows to the right of the name.
* **Distributions**

  Filters can be masked to specific areas (e.g. steep slopes) of your terrain by adding distributions to them. For more information on the distribution system, see [this article](https://documentation.world-creator.com/en/reference_distributions_information.phtml).
* **Parameters**

  All filters provide the following options in common:

| ![](/files/5WAcGql2WfuqFCI39sdn) | <ul><li><strong>Presets</strong><br>Select any preset available for this filter in the <a href="/pages/cVMrplnDdfdkStnNchqG">preset library</a>.</li></ul><p></p><ul><li><p><strong>Level Step Strength</strong></p><p>Controls the strength of the filter on each <a href="/pages/YiLYsZlm5A9SQ6rxV2np">level step</a>.</p></li></ul><p></p><ul><li><p><strong>General Strength</strong></p><p>Controls the overall strength of the filter.</p></li></ul><p></p><ul><li><p><strong>Combine Operation</strong></p><p>Controls how the result of the filter will be combined with the terrain.</p></li></ul><p></p><ul><li><strong>Invert</strong><br>Inverts the effect of the filter on the terrain.</li></ul> |
| -------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## Available Filters

### General

<table data-card-size="large" data-column-title-hidden data-view="cards" data-full-width="false"><thead><tr><th>Label</th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Add Set</td><td><a href="/files/XFLds8ToBGg4uVBU2ZWW">/files/XFLds8ToBGg4uVBU2ZWW</a></td><td><a href="/pages/FquZTkkpPWtJtx0GJuMs">/pages/FquZTkkpPWtJtx0GJuMs</a></td></tr><tr><td>Border Blend</td><td><a href="/files/1FXAxfX2mLDhJJDl0Jo0">/files/1FXAxfX2mLDhJJDl0Jo0</a></td><td><a href="/pages/l2dZ62mcrOgQuABjbZiL">/pages/l2dZ62mcrOgQuABjbZiL</a></td></tr><tr><td>Flatten</td><td><a href="/files/VttAG5uzyyjVZYRkCsS3">/files/VttAG5uzyyjVZYRkCsS3</a></td><td><a href="/pages/GoALihaLAdGekVJPLwfZ">/pages/GoALihaLAdGekVJPLwfZ</a></td></tr><tr><td>Zero Edge</td><td><a href="/files/wv7ZBTyriGglskwzK8qN">/files/wv7ZBTyriGglskwzK8qN</a></td><td><a href="/pages/joKo6ark19Q9T2pl5V6i">/pages/joKo6ark19Q9T2pl5V6i</a></td></tr></tbody></table>

### Design

<table data-card-size="large" data-column-title-hidden data-view="cards"><thead><tr><th>Label</th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Curve</td><td><a href="/pages/THSsLWdN9myKWk1Ihsmz">/pages/THSsLWdN9myKWk1Ihsmz</a></td><td><a href="/files/9OCrpjTsK0WQyM7PZZ1c">/files/9OCrpjTsK0WQyM7PZZ1c</a></td></tr><tr><td>Cutoff</td><td><a href="/pages/3jDDbZmjYtMgsGXyF4ok">/pages/3jDDbZmjYtMgsGXyF4ok</a></td><td><a href="/files/bytCRTGGZ4QTQS7sxe1u">/files/bytCRTGGZ4QTQS7sxe1u</a></td></tr><tr><td>Voronoi</td><td><a href="/pages/E7H9YUjORDMdynioAp0K">/pages/E7H9YUjORDMdynioAp0K</a></td><td><a href="/files/ljDkPd0q2bgqxg5DSXau">/files/ljDkPd0q2bgqxg5DSXau</a></td></tr></tbody></table>

### Effect

<table data-card-size="large" data-column-title-hidden data-view="cards"><thead><tr><th>Label</th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Angle Blur</td><td><a href="/pages/NouagzEwCowbled8lv32">/pages/NouagzEwCowbled8lv32</a></td><td><a href="/files/ItwPXSJZllJW6Ao5NF0z">/files/ItwPXSJZllJW6Ao5NF0z</a></td></tr><tr><td>Balloon</td><td><a href="/pages/xYGIv1W7dOxScNM7s6xC">/pages/xYGIv1W7dOxScNM7s6xC</a></td><td><a href="/files/JRzSVdsvYgsbYxb2tOhN">/files/JRzSVdsvYgsbYxb2tOhN</a></td></tr><tr><td>Blocks</td><td><a href="/pages/8VZrEl6iaYA4ryeAnv99">/pages/8VZrEl6iaYA4ryeAnv99</a></td><td><a href="/files/jXmHQvxa3LyoBulYj7Ug">/files/jXmHQvxa3LyoBulYj7Ug</a></td></tr><tr><td>Crater</td><td><a href="/pages/bGxnkPoxxDixZnzhuVYR">/pages/bGxnkPoxxDixZnzhuVYR</a></td><td><a href="/files/hYBDwxlGVsLab5llIFZb">/files/hYBDwxlGVsLab5llIFZb</a></td></tr><tr><td>Deflate</td><td><a href="/pages/YO5L5vE2gNSDROkuDpS2">/pages/YO5L5vE2gNSDROkuDpS2</a></td><td><a href="/files/PQXQUo51lFKfVxxOsDFx">/files/PQXQUo51lFKfVxxOsDFx</a></td></tr><tr><td>Denoise</td><td><a href="/pages/BseqzQ64aYIeICz8sYcf">/pages/BseqzQ64aYIeICz8sYcf</a></td><td><a href="/files/DnCez8mvMauKSaiy1xjn">/files/DnCez8mvMauKSaiy1xjn</a></td></tr><tr><td>Distortion</td><td><a href="/pages/VMnIGMdOFM78duI21009">/pages/VMnIGMdOFM78duI21009</a></td><td><a href="/files/XhVfPeHLF2u7JgpMTSZs">/files/XhVfPeHLF2u7JgpMTSZs</a></td></tr><tr><td>Hexagons</td><td><a href="/pages/ii67Z5zfqagmTWSZlWG0">/pages/ii67Z5zfqagmTWSZlWG0</a></td><td><a href="/files/glMJg8YXYqqDI0tr5Fvf">/files/glMJg8YXYqqDI0tr5Fvf</a></td></tr><tr><td>Inflate</td><td><a href="/pages/iZ6WNjZiUskJIJmGtf25">/pages/iZ6WNjZiUskJIJmGtf25</a></td><td><a href="/files/HMfksgEMv9KeYedpzGOw">/files/HMfksgEMv9KeYedpzGOw</a></td></tr><tr><td>Kuwahara</td><td><a href="/pages/ErVc16SFeBNBzbWgrVRd">/pages/ErVc16SFeBNBzbWgrVRd</a></td><td><a href="/files/DwTdaxfc1QEe2ODQwOYy">/files/DwTdaxfc1QEe2ODQwOYy</a></td></tr><tr><td>Ridged</td><td><a href="/pages/A31aeBrmRgLrRNHUnqto">/pages/A31aeBrmRgLrRNHUnqto</a></td><td><a href="/files/7WUZnex53nIyML1rhyUe">/files/7WUZnex53nIyML1rhyUe</a></td></tr><tr><td>Rugged</td><td><a href="/pages/YJ90JI2uuYlrCbELe8te">/pages/YJ90JI2uuYlrCbELe8te</a></td><td><a href="/files/SgRFzet0UEnzA7BzsVuD">/files/SgRFzet0UEnzA7BzsVuD</a></td></tr><tr><td>Scatter</td><td><a href="/pages/skTRI9F70nwBNl18piXQ">/pages/skTRI9F70nwBNl18piXQ</a></td><td><a href="/files/u9SgRMdQqwIxLjL5lMc6">/files/u9SgRMdQqwIxLjL5lMc6</a></td></tr><tr><td>Shore</td><td><a href="/pages/i5bUddsXdEuz3xa9bOlv">/pages/i5bUddsXdEuz3xa9bOlv</a></td><td><a href="/files/Y0EZmMapxKLy6odCoTQM">/files/Y0EZmMapxKLy6odCoTQM</a></td></tr><tr><td>Smooth</td><td><a href="/pages/odsu4Eu9wFf39B5Qvogy">/pages/odsu4Eu9wFf39B5Qvogy</a></td><td><a href="/files/i8x5bdN0RV1nMuYxeJO9">/files/i8x5bdN0RV1nMuYxeJO9</a></td></tr><tr><td>Smooth Ridges</td><td><a href="/pages/gjBi0JkcR9apFeS8IVsI">/pages/gjBi0JkcR9apFeS8IVsI</a></td><td><a href="/files/G09ooRO0hnRO7jabG04b">/files/G09ooRO0hnRO7jabG04b</a></td></tr><tr><td>Squeeze</td><td><a href="/pages/g08sFdbpHXvf9716wbsw">/pages/g08sFdbpHXvf9716wbsw</a></td><td><a href="/files/lYxVUXXoEu9VJIPv9THV">/files/lYxVUXXoEu9VJIPv9THV</a></td></tr><tr><td>Strata</td><td><a href="/pages/745Juu231g4iiknAeeb6">/pages/745Juu231g4iiknAeeb6</a></td><td><a href="/files/yPXYeqbR771QUT80xNjC">/files/yPXYeqbR771QUT80xNjC</a></td></tr><tr><td>Swirl</td><td><a href="/pages/gIZ4LPwhpbQkDIvREQ5Y">/pages/gIZ4LPwhpbQkDIvREQ5Y</a></td><td><a href="/files/PJvkjd2FFxMqE4FU27Kf">/files/PJvkjd2FFxMqE4FU27Kf</a></td></tr><tr><td>Washed Off</td><td><a href="/pages/bb0KL3NB8aHegOLAs68Z">/pages/bb0KL3NB8aHegOLAs68Z</a></td><td><a href="/files/mSvMXGgM3Z5b02pZWtkB">/files/mSvMXGgM3Z5b02pZWtkB</a></td></tr></tbody></table>

### Noise

<table data-card-size="large" data-column-title-hidden data-view="cards"><thead><tr><th>Label</th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Billow</td><td><a href="/pages/TROltXLdsKrsX4Qaat3p">/pages/TROltXLdsKrsX4Qaat3p</a></td><td><a href="/files/VxfFesqX36fSn0k3MPIM">/files/VxfFesqX36fSn0k3MPIM</a></td></tr><tr><td>Gabor</td><td><a href="/pages/1zXedus2OPxfVHrrnoRz">/pages/1zXedus2OPxfVHrrnoRz</a></td><td><a href="/files/W3tzVEKA2XtG5hd5xxuC">/files/W3tzVEKA2XtG5hd5xxuC</a></td></tr><tr><td>Perlin</td><td><a href="/pages/w5ET5xHGGhS5hyy8LNJ2">/pages/w5ET5xHGGhS5hyy8LNJ2</a></td><td><a href="/files/ebiB2IRFviX0o7Nb47qV">/files/ebiB2IRFviX0o7Nb47qV</a></td></tr><tr><td>Phasor</td><td><a href="/pages/YVttzxyuEFZRzWdWUL9W">/pages/YVttzxyuEFZRzWdWUL9W</a></td><td><a href="/files/TK38Fpi5HSRw2wkSGlrJ">/files/TK38Fpi5HSRw2wkSGlrJ</a></td></tr><tr><td>Ridged</td><td><a href="/pages/A31aeBrmRgLrRNHUnqto">/pages/A31aeBrmRgLrRNHUnqto</a></td><td><a href="/files/ZGKqgQ2fGUcmsDzYKa5D">/files/ZGKqgQ2fGUcmsDzYKa5D</a></td></tr><tr><td>Simplex</td><td><a href="/pages/Qv787MIWd5fsoZBfnGHj">/pages/Qv787MIWd5fsoZBfnGHj</a></td><td><a href="/files/TdWT6Dq3G3bdoeCx3uaJ">/files/TdWT6Dq3G3bdoeCx3uaJ</a></td></tr><tr><td>Value</td><td><a href="/pages/RYl1OxExLKXSnd8WCAkG">/pages/RYl1OxExLKXSnd8WCAkG</a></td><td><a href="/files/iNsZRMMB0OCRZp3mLZOa">/files/iNsZRMMB0OCRZp3mLZOa</a></td></tr><tr><td>Voronoi</td><td><a href="/pages/E7H9YUjORDMdynioAp0K">/pages/E7H9YUjORDMdynioAp0K</a></td><td><a href="/files/n61fPlBzTb0cwy5OtVS1">/files/n61fPlBzTb0cwy5OtVS1</a></td></tr><tr><td>Wave</td><td><a href="/pages/YKfVxRn6zvdZlkZl2iD2">/pages/YKfVxRn6zvdZlkZl2iD2</a></td><td><a href="/files/hDhDT25gedtbFElUZY9P">/files/hDhDT25gedtbFElUZY9P</a></td></tr><tr><td>White</td><td><a href="/pages/3IhXZIhp4PpV1qApxOsx">/pages/3IhXZIhp4PpV1qApxOsx</a></td><td><a href="/files/eutFE58sMq8xgpI86nSU">/files/eutFE58sMq8xgpI86nSU</a></td></tr></tbody></table>

### Arid

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Canyon</td><td><a href="/pages/mB3PQuxWNwxsnu0kED43">/pages/mB3PQuxWNwxsnu0kED43</a></td><td><a href="/files/3hKBMhujsxUj6W4uRp7f">/files/3hKBMhujsxUj6W4uRp7f</a></td></tr><tr><td>Chipped</td><td><a href="/pages/jvmQgwaZ0zVGURbhwAkv">/pages/jvmQgwaZ0zVGURbhwAkv</a></td><td><a href="/files/TFiKKEU4FJtjyrLX65Oo">/files/TFiKKEU4FJtjyrLX65Oo</a></td></tr><tr><td>Dunes</td><td><a href="/pages/EYiT6fOVXy4ZmHYM7jle">/pages/EYiT6fOVXy4ZmHYM7jle</a></td><td><a href="/files/p1ym2XBDbjGGQEWBVYJH">/files/p1ym2XBDbjGGQEWBVYJH</a></td></tr><tr><td>Rocky Cliffs</td><td><a href="/pages/TLhyppmU9bi2ethSuMIr">/pages/TLhyppmU9bi2ethSuMIr</a></td><td><a href="/files/cYGFZlqD7vcxLFLMZCWr">/files/cYGFZlqD7vcxLFLMZCWr</a></td></tr><tr><td>Rocky Hard</td><td><a href="/pages/CIiKl2ehGPGMZNoledGV">/pages/CIiKl2ehGPGMZNoledGV</a></td><td><a href="/files/Z99ucimm6Po1tnb44H1y">/files/Z99ucimm6Po1tnb44H1y</a></td></tr><tr><td>Rocky Layers</td><td><a href="/pages/FxsfVHBnNAsaCrswcDiO">/pages/FxsfVHBnNAsaCrswcDiO</a></td><td><a href="/files/oUmFLayeqCQLPXMfbt40">/files/oUmFLayeqCQLPXMfbt40</a></td></tr><tr><td>Rocky Plateaus</td><td><a href="/pages/P9UCmcHnA3riOvcwdO4D">/pages/P9UCmcHnA3riOvcwdO4D</a></td><td><a href="/files/rx84CcOUXgce70yZwjNC">/files/rx84CcOUXgce70yZwjNC</a></td></tr><tr><td>Rocky Sharp</td><td><a href="/pages/XdC89bk0VO0iTJJLPZBZ">/pages/XdC89bk0VO0iTJJLPZBZ</a></td><td><a href="/files/Zmm6tDjxCJdgePmNNRv3">/files/Zmm6tDjxCJdgePmNNRv3</a></td></tr><tr><td>Rocky Wide</td><td><a href="/pages/FlRpoxKJ7zszCcvIP110">/pages/FlRpoxKJ7zszCcvIP110</a></td><td><a href="/files/7bKkg9zuRyVAiKmICWlR">/files/7bKkg9zuRyVAiKmICWlR</a></td></tr></tbody></table>

### Terrace

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Irregular</td><td><a href="/files/wsg0t1JdaWnxbqEa0WkD">/files/wsg0t1JdaWnxbqEa0WkD</a></td><td><a href="/pages/L0YicegHhT9YDBnpZU3n">/pages/L0YicegHhT9YDBnpZU3n</a></td></tr><tr><td>Simple</td><td><a href="/files/nXfFMHchhzrKEdBTCBXP">/files/nXfFMHchhzrKEdBTCBXP</a></td><td><a href="/pages/03IXOlXCz1v0Ql96e8WB">/pages/03IXOlXCz1v0Ql96e8WB</a></td></tr><tr><td>Steep</td><td><a href="/files/BdTxF6Tqg2deMlc4sv4P">/files/BdTxF6Tqg2deMlc4sv4P</a></td><td><a href="/pages/AMy46dGHICunZR4hPpH6">/pages/AMy46dGHICunZR4hPpH6</a></td></tr></tbody></table>

### Drift

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Angle Break</td><td><a href="/files/fWfAh1zBCRnHuIT9KnA0">/files/fWfAh1zBCRnHuIT9KnA0</a></td><td><a href="/pages/ujQMcTp8ZEkwAjN4ZT7a">/pages/ujQMcTp8ZEkwAjN4ZT7a</a></td></tr><tr><td>Wind</td><td><a href="/files/ceMED4NDNePilaTu01bU">/files/ceMED4NDNePilaTu01bU</a></td><td><a href="/pages/oS8nAYIo21VLanq2SMWd">/pages/oS8nAYIo21VLanq2SMWd</a></td></tr></tbody></table>

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Angle Break</td><td><a href="/files/fWfAh1zBCRnHuIT9KnA0">/files/fWfAh1zBCRnHuIT9KnA0</a></td><td><a href="/pages/ujQMcTp8ZEkwAjN4ZT7a">/pages/ujQMcTp8ZEkwAjN4ZT7a</a></td></tr><tr><td>Wind</td><td><a href="/files/ceMED4NDNePilaTu01bU">/files/ceMED4NDNePilaTu01bU</a></td><td><a href="/pages/03IXOlXCz1v0Ql96e8WB">/pages/03IXOlXCz1v0Ql96e8WB</a></td></tr></tbody></table>

### Basic Erosion

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Hydraulic</td><td><a href="/pages/zVYIfQp0vgVOION1GGyK">/pages/zVYIfQp0vgVOION1GGyK</a></td><td><a href="/files/rpbpRSqpRvgHKlbbEqJ4">/files/rpbpRSqpRvgHKlbbEqJ4</a></td></tr><tr><td>Ridged Flows</td><td><a href="/pages/3DEaK8LZQPyRULcvoc36">/pages/3DEaK8LZQPyRULcvoc36</a></td><td><a href="/files/tiiU6L8HDx6k1Uycm16L">/files/tiiU6L8HDx6k1Uycm16L</a></td></tr><tr><td>Rocky</td><td><a href="/pages/jrx93RoNyqNoX7SusKHM">/pages/jrx93RoNyqNoX7SusKHM</a></td><td><a href="/files/rhSzVNTCG90iCswflchJ">/files/rhSzVNTCG90iCswflchJ</a></td></tr><tr><td>Soft Flows</td><td><a href="/pages/NQ2nfUBeu1XdMm6VWauY">/pages/NQ2nfUBeu1XdMm6VWauY</a></td><td><a href="/files/pofawxXAu9ClUFbhBVhP">/files/pofawxXAu9ClUFbhBVhP</a></td></tr></tbody></table>

### Advanced Erosion

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Hydraulic Sediment</td><td><a href="/files/AjlGXzRMbK2ntsmLnS9Y">/files/AjlGXzRMbK2ntsmLnS9Y</a></td><td><a href="/pages/XeUcawrgUnvR966AAIbI">/pages/XeUcawrgUnvR966AAIbI</a></td></tr><tr><td>Sediment Flows</td><td><a href="/files/lSdF19soUDXatAcc8pWQ">/files/lSdF19soUDXatAcc8pWQ</a></td><td><a href="/pages/FbOvXAIwfRUDECXR1ecZ">/pages/FbOvXAIwfRUDECXR1ecZ</a></td></tr><tr><td>Thin Flows</td><td><a href="/files/s2pzd3Hq4hg4suA8EbIO">/files/s2pzd3Hq4hg4suA8EbIO</a></td><td><a href="/pages/iBAmmEwJ9wXeXDQIQndx">/pages/iBAmmEwJ9wXeXDQIQndx</a></td></tr><tr><td>Wide Flows</td><td><a href="/files/Ju7Kv4aUN8MASl7g0mNi">/files/Ju7Kv4aUN8MASl7g0mNi</a></td><td><a href="/pages/hIL8w0bS40PNy8l01CPe">/pages/hIL8w0bS40PNy8l01CPe</a></td></tr></tbody></table>

### Sediment

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Fill Soft</td><td><a href="/files/eGLhl5tI0KVOAPbVEKN7">/files/eGLhl5tI0KVOAPbVEKN7</a></td><td><a href="/pages/XR8l3wEhDbMM0IHTBas8">/pages/XR8l3wEhDbMM0IHTBas8</a></td></tr><tr><td>Mud</td><td><a href="/files/cpICFPZ5uIvgla7a6Hnp">/files/cpICFPZ5uIvgla7a6Hnp</a></td><td><a href="/pages/2vFhuLsTooBq1YNVnggO">/pages/2vFhuLsTooBq1YNVnggO</a></td></tr><tr><td>Talus</td><td><a href="/files/X4GkD3sWGIY2OtxriRqF">/files/X4GkD3sWGIY2OtxriRqF</a></td><td><a href="/pages/Slgqc6f4YklfPuLVk5bl">/pages/Slgqc6f4YklfPuLVk5bl</a></td></tr></tbody></table>

### Experimental

### Deprecated

Filters in this category are not recommended for use. All filters in this category have newer and improved versions in the regular filter system. They are kept here for backwards compatibility with older projects.


# General


# Add/Set

## **Overview**

The Add/Set filter allows you to adjust the terrain by either setting it to a fixed height or adding or subtracting from the height of the terrain.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Add</strong></td><td>Switches between Set and Add mode.</td></tr><tr><td><strong>Height Offset</strong></td><td>Either the height to which the terrain will be set or the amount of height added to the terrain.</td></tr></tbody></table>

## Results

<div><figure><img src="/files/XFLds8ToBGg4uVBU2ZWW" alt=""><figcaption></figcaption></figure> <figure><img src="/files/VwgiOWzmScNv2jvwscGw" alt=""><figcaption></figcaption></figure></div>


# Border Blend

## **Overview**

The Border Blend filter smoothly interpolates the terrain to a given border height over a custom blend distance.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Height Offset</strong></td><td>The height of the border.</td></tr><tr><td><strong>Blend Range</strong></td><td>Controls how much the blend will use from the Blend Distance.</td></tr><tr><td><strong>Blend Distance</strong></td><td>The maximum distance of the blend on the terrain.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/1FXAxfX2mLDhJJDl0Jo0" alt=""><figcaption></figcaption></figure> <figure><img src="/files/bB7va2lwpvCvug5SDOsd" alt=""><figcaption></figcaption></figure></div>


# Flatten

## **Overview**

The Border Blend filter smoothly interpolates the terrain to a given border height over a custom blend distance.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Height Offset</strong></td><td>The height of the border.</td></tr><tr><td><strong>Blend Range</strong></td><td>Controls how much the blend will use from the Blend Distance.</td></tr><tr><td><strong>Blend Distance</strong></td><td>The maximum distance of the blend on the terrain.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/VttAG5uzyyjVZYRkCsS3" alt=""><figcaption></figcaption></figure> <figure><img src="/files/QMLngQeOxFDxa4aKXDre" alt=""><figcaption></figcaption></figure></div>


# Zero-Edge

## **Overview**

The Zero Edge filter sets the height of the edges of the terrain on the applied step to zero. By default, it is only applied on a lower level so you might have to take a look at the level step strengths to get your desired output.

Note that this filter operates based on a pixel distance, therefore lower levels will result in longer travel distances on the terrain, whereas higher levels will produce shorter smoothing distances.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Smoothness</strong></td><td>The range of the zero edge effect.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/CtyK4WXNSJnyb9VBEXGZ" alt=""><figcaption></figcaption></figure> <figure><img src="/files/wv7ZBTyriGglskwzK8qN" alt=""><figcaption></figcaption></figure></div>


# Design


# Curve

## **Overview**

The Curve Filter allows for precise customization of terrain altitude using a spline-based curve. The filter maps terrain height to a curve, enabling detailed adjustments.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Curve</strong></td><td>Build a curve to be applied to the terrain. Use 2x LMB to add a new control point and RMB on a point to delete it.</td></tr><tr><td><strong>Source Range</strong></td><td>Set the minimum and maximum height values taken from the terrain. The minimum value corresponds to the 0 point on the graph, and the maximum value corresponds to the 1 point on the graph.<br>Typically, you will want the minimum and maximum values of your terrain (displayed below the height meter on the left) to fall within your source range.</td></tr><tr><td><strong>Destination Range</strong></td><td>Sets the out coming height of the 0 and 1 points of the graph.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/9OCrpjTsK0WQyM7PZZ1c" alt=""><figcaption></figcaption></figure> <figure><img src="/files/F837G4ZCicJxulxAkxU9" alt=""><figcaption></figcaption></figure></div>


# Cutoff

## **Overview**

The Cutoff filter produces a planar cut at the specified range values. For a smoother outcome, apply it on multiple levels, but if you prefer a sharper intersection, restrict its usage to the higher levels.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Range</strong></td><td>The lower and upper cutoff values.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/bytCRTGGZ4QTQS7sxe1u" alt=""><figcaption></figcaption></figure> <figure><img src="/files/cZiqyfr0ChbIaDCur94S" alt=""><figcaption></figcaption></figure></div>


# Height Map

## **Overview**

The Height Map filter allows you to apply an exisiting heightmap to your terrain. Compared to the shape layer 2d stamp heightmap import this allows you to apply the heightmap over several levelsteps, giving you more control over how the heightmap interacts with the other filters/simulations of the terrain.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Operation</strong></td><td>How the heightmap is applied to the terrain.</td></tr><tr><td><strong>Height Offset</strong></td><td>Shifts the heightmap up/down.</td></tr><tr><td><strong>Height Scale</strong></td><td>Controls the height scale of the pattern.</td></tr><tr><td><strong>Offset X/Z</strong></td><td>Shifts the pattern in the x/z direction.</td></tr><tr><td><strong>Rotation</strong></td><td>Rotates the pattern.</td></tr><tr><td><strong>Tiling</strong></td><td>Controls the tile size of the texture.</td></tr><tr><td><strong>Blend Size</strong></td><td>Adds a blend area to the edges of the heightmap tile.</td></tr><tr><td><strong>Repeat</strong></td><td>Makes the heightmap tile.</td></tr><tr><td><strong>Heightmap</strong></td><td>The heightmap file.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/QWlbQXRR18Kk1ZBY3Ykf" alt=""><figcaption></figcaption></figure> <figure><img src="/files/X31VDwo1OKUpjZgCpBJH" alt=""><figcaption></figcaption></figure></div>


# Voronoi

## **Overview**

The Voronoi filter applies a Voronoi effect to your landscape.

## **Parameters**

<table><thead><tr><th width="199.7999267578125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the Voronoi noise.</td></tr><tr><td><strong>Cell Size</strong></td><td>Scale the Voronoi to increase or decrease their size.</td></tr><tr><td><strong>Cell Height</strong></td><td>The height scale of the edges of the Voronoi cells.</td></tr><tr><td><strong>Distance Scale</strong></td><td>The maximum distance of a cell. Lower values will lead to more circular cells.</td></tr><tr><td><strong>Mode</strong></td><td>Specifies which part of the Voronoi cells are blended into the terrain.</td></tr><tr><td><strong>Falloff</strong></td><td>Defines the calculation method for the distance between the center and borders of a cell.</td></tr><tr><td><strong>Height from center</strong></td><td>Uses the height from the center in the distance calculation.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/ljDkPd0q2bgqxg5DSXau" alt=""><figcaption></figcaption></figure> <figure><img src="/files/ymwAqZHJ0MLX8YM9b6yJ" alt=""><figcaption></figcaption></figure> <figure><img src="/files/zkR6iBAfBj5yk3O3kSRY" alt=""><figcaption></figcaption></figure></div>


# Effect


# Angle Blur

## **Overview**

The Angle Blur filter blurs a pixel in the direction of the steepest downslope and additionally allows you to shift its position in the same direction.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Angle Start</strong></td><td>Additional offset can be added to the base direction of the blur.</td></tr><tr><td><strong>Source Range</strong></td><td>Allows you to push the pixels in or outwards in its blur direction.</td></tr><tr><td><strong>Length</strong></td><td>Controls how far the blur is applied.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/ItwPXSJZllJW6Ao5NF0z" alt=""><figcaption></figcaption></figure> <figure><img src="/files/CBv8s58iX7gxILDI2HBg" alt=""><figcaption></figcaption></figure></div>

<div><figure><img src="/files/WYafKdvOuPZtyJbbOpTO" alt=""><figcaption></figcaption></figure> <figure><img src="/files/2kTiYxxIPIGD0LzzKiXo" alt=""><figcaption></figcaption></figure></div>


# Balloon

## **Overview**

The Balloon filter displaces the terrain either outward or inward of a pixel's downslope direction.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Direction</strong></td><td>Controls whether to push the pixels outwards or inwards.</td></tr><tr><td><strong>Length</strong></td><td>Sets how far a pixel will be displaced. Keep in mind that this is also affected by the level step it is operating on.</td></tr><tr><td><strong>Smoothness</strong></td><td>Controls the smoothness of the resulting shape.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/JRzSVdsvYgsbYxb2tOhN" alt=""><figcaption></figcaption></figure> <figure><img src="/files/90I4WJf7Hth5HLWeMU2T" alt=""><figcaption></figcaption></figure></div>


# Blocks

## **Overview**

The Blocks filter converts the terrain into a collection of square blocks. It provides choices for block dimensions and, based on the level you select, various degrees of blending between them.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Block Size</strong></td><td>Determines the scale of the block effect. Remember that the level at which it is applied also affects its size.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/jXmHQvxa3LyoBulYj7Ug" alt=""><figcaption></figcaption></figure> <figure><img src="/files/40Txaic9YQ4kIJDbfOZy" alt=""><figcaption></figcaption></figure></div>


# Crater

## **Overview**

The Crater filter enables you to add either a single crater or several random craters to your landscape.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Single Crater</strong></td><td>This toggle allows you to prevent the scattering of multiple craters. If enabled, only one crater will be created.</td></tr><tr><td><strong>Offset X/Y</strong></td><td>Shifts all crater locations in the specified direction.</td></tr><tr><td><strong>Seed</strong></td><td>The seed of the randomized crater positions and parameters.</td></tr><tr><td><strong>Radius</strong></td><td>Controls the minimum and maximum limits for the randomized size of the craters.</td></tr><tr><td><strong>Edge Height</strong></td><td>Controls the minimum and maximum limits for the randomized edge height of the craters.</td></tr><tr><td><strong>Crater Depth</strong></td><td>Controls the minimum and maximum limits for the randomized crater depth of the craters.</td></tr><tr><td><strong>Width/Length Ratio</strong></td><td>Controls the minimum and maximum limits for the randomized aspect ratio of the craters, enabling the creation of stretched craters.</td></tr><tr><td><strong>Rotation Range</strong></td><td>Controls the minimum and maximum limits for the randomized rotation of the craters.</td></tr><tr><td><strong>Inner Size</strong></td><td>Controls the size of the crater itself.</td></tr><tr><td><strong>Outer Size</strong></td><td>Controls the size of the falloff of the crater walls.</td></tr><tr><td><strong>Crater Scale</strong></td><td>Scales all craters uniformly from the origin.</td></tr><tr><td><strong>Crater Probability</strong></td><td>Controls the density of craters the filter produces.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/hYBDwxlGVsLab5llIFZb" alt=""><figcaption></figcaption></figure> <figure><img src="/files/z8EarPOUCVEnE2OKhXCG" alt=""><figcaption></figcaption></figure></div>


# Deflate

## **Overview**

The Deflate filter pushes the pixels along its downward slope direction inwards to create a deflation effect.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Length</strong></td><td>The length how far a pixel is pushed inwards.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/PQXQUo51lFKfVxxOsDFx" alt=""><figcaption></figcaption></figure> <figure><img src="/files/4LBqduRStbgHOXl9qcMP" alt=""><figcaption></figcaption></figure></div>


# Denoise

## **Overview**

The Denoise filter reduces noise in your terrain. Depending on the level step it is working on, this can affect larger or smaller-scale noise.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Deviation</strong></td><td>The deviation controls the scale for the detection of noise.</td></tr><tr><td><strong>Threshold</strong></td><td>Everything detected noise under the threshold parameter will be smoothed, allowing you to control the amount of noise that will be smoothed.</td></tr><tr><td><strong>Radius</strong></td><td>The amount of pixels taken into the smoothing operation.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/DnCez8mvMauKSaiy1xjn" alt=""><figcaption></figcaption></figure> <figure><img src="/files/c8OLgagpWeVyM73Qu7R1" alt=""><figcaption></figcaption></figure></div>


# Distortion

## **Overview**

The Distortion filter allows you to distort your terrain. It operates on each level step.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the distortion noise.</td></tr><tr><td><strong>Length</strong></td><td>How far the terrain gets distorted in absolute distance. This results in a wider distortion on lower levels as those have fewer pixels. The reason why this happens is explained in the article about the level-step system.</td></tr><tr><td><strong>Scale</strong></td><td>The scale of the distortion noise.</td></tr><tr><td><strong>Octaves</strong></td><td>The amount of octaves used in the noise. Use more octaves if you want additional smaller-scale noise to a large-scale distortion.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/XhVfPeHLF2u7JgpMTSZs" alt=""><figcaption></figcaption></figure> <figure><img src="/files/PIe4p7HPVwsOxnLxw0Hd" alt=""><figcaption></figcaption></figure> <figure><img src="/files/PfuAaluPaUDof7p1tbaW" alt=""><figcaption></figcaption></figure></div>


# Hexagons

## **Overview**

The Hexagons filter converts the terrain into a collection of hexagon pillars. It provides choices for hexagon size and, based on the level you select, various degrees of blending between them.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Hexagon Size</strong></td><td>Determines the scale of the block effect. Remember that the level at which it is applied also affects its size.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/32UfrkEsuiTDt76NlcXv" alt=""><figcaption></figcaption></figure> <figure><img src="/files/glMJg8YXYqqDI0tr5Fvf" alt=""><figcaption></figcaption></figure> <figure><img src="/files/sWUrAiITKbxRH8zmuJ04" alt=""><figcaption></figcaption></figure></div>


# Inflate

## **Overview**

The Inflate filter pushes the pixels along its downward slope direction outwards to create an inflation effect

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Length</strong></td><td>The length how far a pixel is pushed outwards.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/rR221u4kY8vAmyGf9EKY" alt=""><figcaption></figcaption></figure> <figure><img src="/files/HMfksgEMv9KeYedpzGOw" alt=""><figcaption></figcaption></figure> <figure><img src="/files/UCoUoc1N4jl8czNF9oNP" alt=""><figcaption></figcaption></figure></div>


# Kuwahara

## **Overview**

The Kuwahara filter applies a Kuwahara blur to the terrain, which is a different type of blur algorithm that tries to preserve edges lines and high frequency detail. With this it can be used to flatten low frequency areas and create overall more painterly looking straighter shapes.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Kernel Size</strong></td><td>The distance of the kernel the filter uses. Higher values means the region for each pixel it operates on is larger.</td></tr><tr><td><strong>Passes</strong></td><td>The number of iterations the filter runs for each step. Higher values result in a stronger effect.</td></tr><tr><td><strong>Anisotropy</strong></td><td>Uses edge aligned normals for the sampling algorithm, leading to better edge preservation.</td></tr><tr><td><strong>Sharpness</strong></td><td>Controls the sharpness of the edge preservation.</td></tr><tr><td><strong>Hardness</strong></td><td>Controls the hardness between different blurring zones.</td></tr><tr><td><strong>Length</strong></td><td>Scales the length of the individual edge splats.</td></tr><tr><td><strong>Uniformness</strong></td><td>Creates more differences between blurring zones.</td></tr><tr><td><strong>Zeta</strong></td><td>Additional controls for scaling the blurring zones.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/DwTdaxfc1QEe2ODQwOYy" alt=""><figcaption></figcaption></figure> <figure><img src="/files/oC1LpVZbkVj6QHZF51Xt" alt=""><figcaption></figcaption></figure></div>


# Ridged

## **Overview**

The Ridged filter allows you to sharpen and improve the peaks and ridges of the terrain.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Ridge Strength</strong></td><td>Controls the strength of the ridge effect.</td></tr><tr><td><strong>Min/Max Count</strong></td><td>The number of iterations the filter runs for.</td></tr><tr><td><strong>Min/Max Angle</strong></td><td>The filter will not affect the terrain outside of this slope angle.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/7WUZnex53nIyML1rhyUe" alt=""><figcaption></figcaption></figure> <figure><img src="/files/5ECLlQwkCGR7DXFxMIo6" alt=""><figcaption></figcaption></figure></div>


# Rugged

## **Overview**

The Rugged filter roughs up the terrain in a set direction.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Angle</strong></td><td>Controls the direction the ruggedness will appear.</td></tr><tr><td><strong>Length</strong></td><td>Controls how strong and far the ruggedness extends.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/nU6ZtG8GgCq8WlLuwQ1B" alt=""><figcaption></figcaption></figure> <figure><img src="/files/SgRFzet0UEnzA7BzsVuD" alt=""><figcaption></figcaption></figure> <figure><img src="/files/qs05MmyOdesisY1HKCNJ" alt=""><figcaption></figcaption></figure></div>


# Scatter

## **Overview**

The Scatter filter much like the [Splatter distribution](/reference/terrain/distributions/pattern/splatter) scatters a given pattern across the terrain. You can thereby chose between several procedural patterns or a custom image.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed is used for randomizing various aspects of the splats.</td></tr><tr><td><strong>Grid Scale</strong></td><td>Changes the scale of the underlying grid that is used for scattering.</td></tr><tr><td><strong>Height</strong></td><td>Changes the height the final result.</td></tr><tr><td><strong>Layers</strong></td><td>Allows you to add multiple grid layers, essentially increasing the density of the splats.</td></tr><tr><td><strong>Layer Scale Range</strong></td><td>When having multiple layers their randomized scales can be set with this parameter.</td></tr><tr><td><strong>Size Range</strong></td><td>Randomly multiplies the scale of the individual splats on each layer with a value in this range.</td></tr><tr><td><strong>Position Offset</strong></td><td>Allows you to add a randomized offset to your splats.</td></tr><tr><td><strong>Value Range</strong></td><td>Assign a random value inside the range to each splat.</td></tr><tr><td><strong>Density</strong></td><td>Allows you to assign each splat a probability of not spawning.</td></tr><tr><td><strong>Shape Type</strong></td><td>Allows you to chose between several different procedural options or a custom image import.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/u9SgRMdQqwIxLjL5lMc6" alt=""><figcaption></figcaption></figure> <figure><img src="/files/up9SPH0LqxA0FJwQxGVr" alt=""><figcaption></figcaption></figure></div>


# Shore

## **Overview**

The Shore filter gives you control over the area above and below a given sea level. It works based on World Creators global Sea Level, but can be offset to give you maximum control.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Sea Level Offset</strong></td><td>Additional offset to World Creators global sea level height.</td></tr></tbody></table>

### **Land**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Curve Length</strong></td><td>How far inland the curve blend area will reach.</td></tr><tr><td><strong>Angle Length</strong></td><td>How far the angled area will reach inland. This is only a linear angle and not affected by the Curve.</td></tr><tr><td><strong>Angle</strong></td><td>The angle of the inland blending area.</td></tr><tr><td><strong>Curve</strong></td><td>The curve of the area selected by Curve Length.</td></tr></tbody></table>

### **Water**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Curve Length</strong></td><td>How far into the sea the curve blend area will reach.</td></tr><tr><td><strong>Angle Length</strong></td><td>How far the angled area will reach into the sea. This is only a linear angle and not affected by the Curve.</td></tr><tr><td><strong>Angle</strong></td><td>The angle of the blending area into the sea.</td></tr><tr><td><strong>Curve</strong></td><td>The curve of the area selected by Curve Length.</td></tr></tbody></table>

### **Noise**

The noise affects the width of the upper and lower blending region.

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the additional noise.</td></tr><tr><td><strong>Noise Strength</strong></td><td>How strong the additional noise affects the shoreline.</td></tr><tr><td><strong>Noise Scale</strong></td><td>The scale of the shore noise.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/uHLhapdd2iGsivo4kigE" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Y0EZmMapxKLy6odCoTQM" alt=""><figcaption></figcaption></figure></div>

<figure><img src="/files/hh0q3diheZwSKVdUFROe" alt=""><figcaption></figcaption></figure>


# Smooth Ridges

## **Overview**

The Smooth Ridge filter enables you to smoothen the sharp ridges of your terrain. Depending on the level it operates on, it can either smooth out small ridges or even larger hills or mountains on lower levels.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Length</strong></td><td>Adjust the smoothing effect radius for every ridge.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/G09ooRO0hnRO7jabG04b" alt=""><figcaption></figcaption></figure> <figure><img src="/files/iKymmXyYklGNAsVr5pp8" alt=""><figcaption></figcaption></figure> <figure><img src="/files/dXlJDxLfGKMWRK6ryKgr" alt=""><figcaption></figcaption></figure></div>


# Smooth

## **Overview**

The Smooth filter applies a standard smoothing operation to the terrain. This can be useful in combination with filters that can sometimes cause noisier results like the sediment deposition in erosions.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Strength</strong></td><td>Controls the power of the smoothing effect.</td></tr><tr><td><strong>Radius</strong></td><td>Controls the size of the smoothing sampling area.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/L4RaRVN2rKaBtGMTrsEq" alt=""><figcaption><p>Terrain before smoothing</p></figcaption></figure> <figure><img src="/files/i8x5bdN0RV1nMuYxeJO9" alt=""><figcaption><p>Smoothing Filter</p></figcaption></figure></div>


# Spike Removal

## **Overview**

The Spike Removal filter enables you to eliminate small-scale or larger spikes that may be produced as a by-product of certain World Creator filters or simulations.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td>Strength</td><td>The strength of the filter effect.</td></tr><tr><td>Threshold</td><td>Controls which spikes should be removed.</td></tr><tr><td>Threshold Smooth</td><td>The threshold of the smoothing process.</td></tr><tr><td>Median Smooth</td><td>Allows you to shift the smoothing balance between small/large spikes.</td></tr><tr><td>Radius</td><td>Controls the size of the smoothing radius.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/FlFhsVmG0qNmvmSApF3m" alt=""><figcaption></figcaption></figure> <figure><img src="/files/cmKhojQ4h1PpKan0AEto" alt=""><figcaption></figcaption></figure></div>


# Squeeze

## **Overview**

The Squeeze filter applies a directional pinching operation to your terrain which creates ridges and sharp broken up features.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Length</strong></td><td>The length of the squeeze. Higher values create a stronger effect.</td></tr><tr><td><strong>Rotation</strong></td><td>The direction of the squeezing operation.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/lYxVUXXoEu9VJIPv9THV" alt=""><figcaption></figcaption></figure> <figure><img src="/files/BrcUhNYkx3VqA9qFrVFL" alt=""><figcaption></figcaption></figure></div>


# Strata

## **Overview**

The Strata filter adds rock-like features to your terrain by combining several layers of directional noise lines at different scales.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>Changes the seed of the filter.</td></tr><tr><td><strong>Spacing</strong></td><td>Controls the spacing between the individual noise lines.</td></tr><tr><td><strong>Direction</strong></td><td>The orientation of the noise lines in world space.</td></tr><tr><td><strong>Tilt</strong></td><td>Tilts the noise lines between 0 (top down) and 90 (front facing) degrees.</td></tr><tr><td><strong>Width</strong></td><td>The width range of the lines.</td></tr><tr><td><strong>Rotation</strong></td><td>Adds random rotation to individual lines to get a less parallel result.</td></tr><tr><td><strong>Iterations</strong></td><td>Controls the amount of noise lines per pass.</td></tr><tr><td><strong>Octaves</strong></td><td>Spawns several passes of noise lines.</td></tr><tr><td><strong>Lacunarity</strong></td><td>Alters the size of successive line octaves.</td></tr><tr><td><strong>Gain</strong></td><td>Controls the strength of all successive passes.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/yPXYeqbR771QUT80xNjC" alt=""><figcaption></figcaption></figure> <figure><img src="/files/zGbPvV9dgEgOc5si65eY" alt=""><figcaption></figcaption></figure></div>


# Swirl

## **Overview**

The Swirl filter distorts the terrain in a spiral pattern around the centre of the referenced area.

## **Parameters**

* **Mask Layer**

  Allows you to specify an mask layer in which the swirl will be applied.

* **Use Mask Texture**

  Uses the painted mask area of the mask instead of the full mask area.

* **Strength**

  The strength of the swirl effect.

* **Size**

  Scales the swirl effect.

## **Results**

<div><figure><img src="/files/PJvkjd2FFxMqE4FU27Kf" alt=""><figcaption></figcaption></figure> <figure><img src="/files/ZG9EiGNBWu37mOZwpDRm" alt=""><figcaption></figcaption></figure></div>


# Washed Off

## **Overview**

The Washed Off filter allows creates an uniformly eroded look over the terrain, leading to smooth rounded curves.

## **Parameters**

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Rotation</strong></td><td>The direction in which the filter is applied.</td></tr><tr><td><strong>Length</strong></td><td>The distance of the washed off effect.</td></tr><tr><td><strong>Coarse</strong></td><td>Controls the roughness of the generated result.</td></tr></tbody></table>

## **Results**

<div><figure><img src="/files/mSvMXGgM3Z5b02pZWtkB" alt=""><figcaption></figcaption></figure> <figure><img src="/files/HHGhN7hvL3eEBhfqVYUF" alt=""><figcaption></figcaption></figure></div>




---

[Next Page](/llms-full.txt/1)

