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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.
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 . The full story of World Creator and BiteTheBytes can be read .
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):
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.
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.
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.
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.
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.
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 2022.
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.
So we tried again. We redesigned the interface, improved the workflow, and added more features. The result was World Creator 2023 – and the community came back.
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.
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.


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 to get an idea of what features World Creator has. We also regularly release new showcase and tutorial videos on our YouTube channel.

Click on the Download World Creator section as shown in the image below:
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 marked with a "newest" badge (see image above). 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.
Great! Now that you have the World Creator up and running, it is time to work some terrain and landscape magic.
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.
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 😄
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 .
To shape the bottom of our valley we will now create a . 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.
As a final layer of detail we use a . 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.
FAQ
Frequently asked questions from users and customers around the world.
GETTING STARTED
A brief introduction, purchase, installation and activation of World Creator.
WALKTHROUGH
A complete walkthrough, creating an amazing terrain by example.
REFERENCE
A one-to-one UI mapping reference that explains each element in detail.
CUSTOMER PORTAL
A complete guide to managing users and licences.
PROCUREMENT PORTAL
The gateway for all resellers and affiliates with discounted prices.










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.
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.
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.
Godot Bridge Tool We are developing a World Creator Bridge tool to connect with Godot engine.
Relief Map Export Export detailed relief maps that emphasize elevation and terrain contrast — perfect for visualizing height variations or creating stylized topographic designs.
Border Blend Filter Update
We updated the Border Blend filter so that it can blend both circular and rectangular shapes.
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.
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.
Clicking the user icon (see image above) will open the login dialog:
Once you have successfully logged in, you will see the contents of the customer portal together with the section buttons:
Click on License to open the license overview:
Next, a popup opens up, where you must enter a valid email address:
Enter the email of the user that wants to activate World Creator and click on Assign License.
Upon launching World Creator, the software prompts you to input your login details. The screen appears as shown below:
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:
Log in to the customer portal
Go to the License section
Find a seat that is not assigned yet
Click the Assign button
Use the email address and system-generated password for the given seat to activate World Creator.
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.
We will now add a Soft Flows Erosion 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 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.
To further polish our terrain, we now move on to Simulation Layers. Simulation Layers provide high quality physical simulations such as Sand, Fluid, Snow or 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.
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 that references the sand layer.
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.
The Swirl filter distorts the terrain in a spiral pattern around the centre of the referenced area.
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.
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.
Next up we add a Rocky Plateaus filter. This helps to create a more rocky cliff look, which is exactly what we want.
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.
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.
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.
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.
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 . A gradient material works by applying a colour gradient to a given greyscale gradient. The greyscale gradient will be created using the World Creators .
We start by adding a 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 , which has a darker tone.
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.
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.
To complete our terrain, we activate clouds by clicking on the cloud icon in the hotbar, and then adjust the so that they look like thin sand clouds that lightly cover the valley.
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.
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.
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.
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.
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
To add even more nuance to our texturing we use one last highlight material. For that we add a and apply a 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.
To create a valley shape, we'll add a . With the layer selected, press Edit to start sculpting. Then change the brush mode to Lower and start drawing a valley shape into the terrain.
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 , you can easily perfect each one individually and then, in a second step, combine them to create a diverse landscape.
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.
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.
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.
You now can adjust the minimum FPS when the World Creator windows has no focus.
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
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.


Length
The length how far a pixel is pushed inwards.


Block Size
Determines the scale of the block effect. Remember that the level at which it is applied also affects its size.


Add
Switches between Set and Add mode.
Height Offset
Either the height to which the terrain will be set or the amount of height added to the terrain.


Length
Adjust the smoothing effect radius for every ridge.



Height Offset
The height of the border.
Blend Range
Controls how much the blend will use from the Blend Distance.
Blend Distance
The maximum distance of the blend on the terrain.


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 to get an idea of what features World Creator has. We also regularly release new showcase and tutorial videos on our YouTube channel.












Fixed an issue preventing drag-and-drop operations for biome simulations in the export simulation reference field.






Click the Assign License button













Templates
Provides a solid foundation to kickstart your project, complete with pre-applied filters.
Recent
Displays a list of projects that were recently used on the right.
Load
Opens the file browser, allowing you to select a project for loading.
Samples
Displays a list of integrated samples on the right.
Docs
Opens this documentation in your default web browser.
News
Takes you to the news page on our website.
Logout
Logs you out by redirecting you to the Activation Screen, where you need to re-enter your login credentials.
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.
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.
New

Create a new blank project.
Kernel Size
The distance of the kernel the filter uses. Higher values means the region for each pixel it operates on is larger.
Passes
The number of iterations the filter runs for each step. Higher values result in a stronger effect.
Anisotropy
Uses edge aligned normals for the sampling algorithm, leading to better edge preservation.
Sharpness
Controls the sharpness of the edge preservation.
Hardness
Controls the hardness between different blurring zones.
Length
Scales the length of the individual edge splats.
Uniformness
Hexagon Size
Determines the scale of the block effect. Remember that the level at which it is applied also affects its size.
Operation
Controls the filters effect.
Seed
Changes the seed of the filter.
Spacing
Controls the spacing between the individual noise lines.
Direction
The orientation of the noise lines in world space.
Tilt
Tilts the noise lines between 0 (top down) and 90 (front facing) degrees.
Width
The width range of the lines.
Rotation
Adds random rotation to individual lines to get a less parallel result.
Iterations
Smoothness
The range of the zero edge effect.
Height Offset
The height of the border.
Blend Range
Controls how much the blend will use from the Blend Distance.
Blend Distance
The maximum distance of the blend on the terrain.
Single Crater
This toggle allows you to prevent the scattering of multiple craters. If enabled, only one crater will be created.
Offset X/Y
Shifts all crater locations in the specified direction.
Seed
The seed of the randomized crater positions and parameters.
Radius
Controls the minimum and maximum limits for the randomized size of the craters.
Edge Height
Controls the minimum and maximum limits for the randomized edge height of the craters.
Crater Depth
Controls the minimum and maximum limits for the randomized crater depth of the craters.
Width/Length Ratio
Controls the minimum and maximum limits for the randomized aspect ratio of the craters, enabling the creation of stretched craters.
Rotation Range
Controls the minimum and maximum limits for the randomized rotation of the craters.
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.

Ridge Strength
Controls the strength of the ridge effect.
Min/Max Count
The number of iterations the filter runs for.
Min/Max Angle
The filter will not affect the terrain outside of this slope angle.
Curve
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.
Source Range
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. 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.
Destination Range
Sets the out coming height of the 0 and 1 points of the graph.
Direction
Controls whether to push the pixels outwards or inwards.
Length
Sets how far a pixel will be displaced. Keep in mind that this is also affected by the level step it is operating on.
Smoothness
Controls the smoothness of the resulting shape.
Angle
Controls the direction the ruggedness will appear.
Length
Controls how strong and far the ruggedness extends.
Seed
The seed of the distortion noise.
Length
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.
Scale
The scale of the distortion noise.
Octaves
The amount of octaves used in the noise. Use more octaves if you want additional smaller-scale noise to a large-scale distortion.
Range
The lower and upper cutoff values.
Deviation
The deviation controls the scale for the detection of noise.
Threshold
Everything detected noise under the threshold parameter will be smoothed, allowing you to control the amount of noise that will be smoothed.
Radius
The amount of pixels taken into the smoothing operation.
Length
The length how far a pixel is pushed outwards.
Operation
Controls the filters effect.
Length
The length of the squeeze. Higher values create a stronger effect.
Rotation
The direction of the squeezing operation.
Released on the 5th of April 2024
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
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.
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.
Released on the 17th of November 2023
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.
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.
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.
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.
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.
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.
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 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.
The Billow Noise filter adds billow noise and distortion to your terrain. Similar to the other noise filters you can find all universal noise parameters as well as an overview of the different noise types in this article.
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.
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).
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.
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
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.
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):
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.
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:
The Scatter filter much like the Splatter distribution scatters a given pattern across the terrain. You can thereby chose between several procedural patterns or a custom image.
The Phasor Noise filter adds phasor noise and distortion to your terrain. Similar to the other noise filters you can find all universal noise parameters as well as an overview of the different noise types in this article.
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:
Navigate to the
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.
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.
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.
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.
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.












Rotation
The direction in which the filter is applied.
Length
The distance of the washed off effect.
Coarse
Controls the roughness of the generated result.


Operation
Controls the filters effect.


Angle Start
Additional offset can be added to the base direction of the blur.
Source Range
Allows you to push the pixels in or outwards in its blur direction.
Length
Controls how far the blur is applied.




Strength
The strength of the filter effect.
Threshold
Controls which spikes should be removed.
Threshold Smooth
The threshold of the smoothing process.
Median Smooth
Allows you to shift the smoothing balance between small/large spikes.
Radius
Controls the size of the smoothing radius.


Seed
The seed of the Voronoi noise.
Cell Size
Scale the Voronoi to increase or decrease their size.
Cell Height
The height scale of the edges of the Voronoi cells.
Distance Scale
The maximum distance of a cell. Lower values will lead to more circular cells.
Mode
Specifies which part of the Voronoi cells are blended into the terrain.
Falloff
Defines the calculation method for the distance between the center and borders of a cell.
Height from center
Uses the height from the center in the distance calculation.



Operation
Controls the filters effect.


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).
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.
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').
Effect: Step
A new effect for your distributions for make noises sharper.
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.
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.
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).
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.
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.
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.

Creates more differences between blurring zones.
Zeta
Additional controls for scaling the blurring zones.







Controls the amount of noise lines per pass.
Octaves
Spawns several passes of noise lines.
Lacunarity
Alters the size of successive line octaves.
Gain
Controls the strength of all successive passes.






Inner Size
Controls the size of the crater itself.
Outer Size
Controls the size of the falloff of the crater walls.
Crater Scale
Scales all craters uniformly from the origin.
Crater Probability
Controls the density of craters the filter produces.




























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


Allows you to add a randomized offset to your splats.
World Creator's license model is separated into:
Indie License The Indie License is designed for individual creators, and hobbyists who want to explore the full creative power of World Creator at an affordable price. It includes perpetual access to the version available at the time of purchase and all updates released during the included one-year Maintenance period. After the Maintenance expires, you can keep using your existing version forever or optionally renew Maintenance for continued updates and support.
Commercial use is limited — the Indie License is intended for users or businesses generating up to $50,000 USD in annual revenue from products or services created with World Creator.
From time to time, we also offer Lifetime Licenses as a special opportunity — allowing Indie users to upgrade and secure all future updates and support forever with a single payment.
Professional License
The Professional License is ideal for freelancers, and independent artists who need the full power of World Creator without revenue restrictions. It includes perpetual access to the version available at the time of purchase and all updates released during the included one-year Maintenance period. After the Maintenance expires, you can continue using your current version indefinitely or renew Maintenance to keep receiving updates and support.
No revenue cap — the Professional License is perfect for users earning more than $50,000 USD annually from projects made with World Creator.
Occasionally, we offer Lifetime Licenses — giving Professional users the chance to upgrade and unlock all future updates and support forever with a one-time payment.
Studio License
The Studio License is tailored for growing teams and mid-sized studios that need multiple seats and a flexible, scalable licensing model. Each seat is licensed individually (no bundled packs). It includes perpetual access to the version available at the time of purchase and all updates released during the included one-year Maintenance period. After the Maintenance expires, you can continue using your current version forever or renew Maintenance to stay up-to-date and supported.
Volume discounts are available for teams purchasing multiple seats, and optional Yearly Subscriptions provide an alternative for those who prefer predictable annual costs.
Studio customers may also benefit from occasional Lifetime License offers, enabling them to secure permanent access to all future updates and support with a single payment.
Enterprise License
The Enterprise License is built for large companies, major studios, and organizations requiring advanced support, scalability, and custom terms. It includes perpetual access to the version available at the time of purchase and all updates released during the included one-year Maintenance period. After the Maintenance expires, you can keep using your current version indefinitely or renew Maintenance to maintain updates and support.
Enterprise customers enjoy Priority Support, including faster response times, dedicated communication channels, and SLA-backed assistance.
Enterprises can also opt for Yearly Subscription plans or take advantage of limited-time Lifetime License offers to gain unlimited updates and support forever with a one-time investment.
The image below shows you a quick overview:
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:
The entire purchase process is performed by FastSpring. In the top-right corner you can change the language of the purchase dialog window.
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).
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).
Sea Level Offset
Additional offset to World Creators global sea level height.
Curve Length
How far inland the curve blend area will reach.
Angle Length
How far the angled area will reach inland. This is only a linear angle and not affected by the Curve.
Angle
The angle of the inland blending area.
Curve
The curve of the area selected by Curve Length.
Curve Length
How far into the sea the curve blend area will reach.
Angle Length
How far the angled area will reach into the sea. This is only a linear angle and not affected by the Curve.
Angle
The angle of the blending area into the sea.
Curve
The curve of the area selected by Curve Length.
The noise affects the width of the upper and lower blending region.
Seed
The seed of the additional noise.
Noise Strength
How strong the additional noise affects the shoreline.
Noise Scale
The scale of the shore noise.








The toolbar enables quicker access to certain functions in World Creator, saving time and maintaining focus on your project.
High Quality Render Mode
Switches to high quality render mode
Textured Render Mode
Switches into fast textured render mode.
Matcap Render Mode
Switches into matcap render mode.
Show Heatmap
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.
Show Topo
Switches to the topographic view. When enabled, a topographic representation of your terrain will be visible.
Show Grid
Enables an additional grid overlay on the terrain.
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.
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.
The Shape Settings control the base terrain on which , , and everything else operate. It is defined once for each terrain and can then be individually shaped and adjusted by Biomes.
These settings are available for alls Shape Types and control how the shape is applied.
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 r as most of the shape types are also available there and fully documented.
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.
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.
The Main Panel can be split into:
The Application bar (topmost)
The Tree View (left)
Sculpt a river (sculpting tools are explained in teh Sculpt article)
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 or contact the support.
Seed
The seed of the generated terrain.
Resolution
The size of the generated terrain in width and length.
Precision
The relation between pixels on the screen and the metric measurement system.
Noise World Scale
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.
Scale Objects with World
Also scales objects to keep them proportional in size to the rest of the terrain.
Seed
The seed of the base noise.
General Strength
The strength of the base noise.
Offset X/Z
Allows you to shift the position of the base noise.
Level Steps
Controls the strength of the base noise on each upscale level step.
Shape Type
This allows you to switch between several base shapes, such as Classic, Canyon and Dunes, among others.
Seed
The seed of the terrain base shape.
Strength
The height of the terrain base shape.
Start Level
This controls the level step 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.
Noise Height
Allows you do adjust the range of the generated base shape noise.
Offset X/Z
Allows you shift your base shape in the scene.
Anchor X/Z
Allows you to set the anchor of the rotation.
Rotation
Allows you to rotate your base shape in the scene.
Mode
Determines the zone in which the high detail preview is rendered. there are 3 options:
None there is no area where a high detail preview will be rendered
Zone the user can define a zone in which te high detail preview will be rendered
Camera the high detail preview will be rendered underneath the camera
Show Outline
Renders a red outline around the area in which the high detail preview is rendered





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 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.
Icons explained from left to right
Main Menu
Closes this project and returns to the main menu.
New
Starts a new blank project.
Load
Loads an existing project from a file.
Save
Saves the current project.
Save Incremental
Saves your current project in a new file with an incremental naming scheme (e.g. "New Project_001").
Save As
Save the current project by creating a new file.
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:
Move
Drag and drop the item
Delete
To delete the object, either drag it into the viewport and release the left mouse button or press the DEL key
Duplicate Hold down the CTRL key while dragging
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:
Seed
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.
The Level Strengths
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 .
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.

Sky
Toggles the sky. If enabled, sky lighting is applied.
Clouds
Toggle clouds. If enabled, clouds are created.
Water
Enables/disables water. When enabled, water becomes visible.
Displacement Enables material displacement in the scene.
Denoiser Enables/disables the denoiser for pathtracing.
Realtime Generator
Controls the real-time generator. If enabled, you must press Generate each time you change a value. Otherwise, World Creator generates everything automatically
Filter Live Preview
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).
Generate Filters
Turns the filter generation on or off. When disabled, filters will not be generated.
Generate Materials
Enables or disables the generation of materials. When disabled, materials will not be generated.
Generate Objects Generates all objects sources for the terrain.
Focus
Clicking on the icon will focus on the entire terrain. Pressing the F key on the keyboard will also focus on the terrain.
Open Screenshot Folder
Opens World Creators screenshot folder in your file browser.
Open Export Folder
Opens the exported files folder in your file browser. All exported data will be saved in that location.
GPU Info
Enable/disable the display of GPU information. If it is enabled, you will be able to view the GPU-related information within the viewport.
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
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.
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.
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 for more information.
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.
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.
For a detailed list of all key bindings, refer to .
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.



Rename
Double-click on its name
Add new element
Click on the plus icon next to the name
Group elements
Click on the folder icon and position the elements underneath it
Change filter/material type
Click on the circular arrow located at the right end of an elements name in the tree view
Expand/Collapse all elements
The two buttons to the right of the search field at the top
Start Level or Level Step
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 level-step article for a more comprehensive guide on how to work with it.
Sync
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.
Screenshot
The current viewport is captured in a screenshot and saved in the screenshots folder at [USER]\Documents\World Creator
About us
Opens a pop-up window that displays information about the team behind World Creator and more.




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




Navigates the camera (forward, left, backward, right, down, up)
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.
Besides the base terrain, the recommended approach to building the shape of your terrain is to use 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 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 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 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 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 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 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 Allows you to import your own custom 3d geometry into World Creator and add it to your terrain.
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.
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.
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.
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 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.
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.
You can create masks along specific terrain features like height, slope, angle, flow, and more, using what World Creator calls Distributions. You can combine these distributions to create realistic terrains with amazing details.
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.
The other important aspect is the capability to add 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.
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.
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.
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.
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.
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.
New Licensing Options
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
Released on the 15th of November 2024
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
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
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
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
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
Studio: For growing teams, includes volume discounts and optional subscription.
Enterprise: For large companies, includes Priority Support, SLA options, and custom terms.
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.
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.
⚠️ Please note: these assets are available exclusively to Pro, Studio, and Enterprise license holders.
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.
With this addition, working in ray-traced mode becomes not only more realistic but also far more comfortable and visually precise.
The World Scaler makes it easier than ever to fine-tune the scope and scale of your creations.
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.
With this new tool, showcasing your worlds has never been easier.
This feature makes it easier than ever to elevate your worlds with professional-grade visual styles.
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.
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 Bllom 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.









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.
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 .
Parameters
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.

Presets Select any preset available for this filter in the preset library.
Level Step Strength
Controls the strength of the filter on each level step.
General Strength
Controls the overall strength of the filter.
Combine Operation
Controls how the result of the filter will be combined with the terrain.
Invert Inverts the effect of the filter on the terrain.
Find answers to commonly asked questions about World Creator.

Fill out the form and submit the report
By default, you will not receive a notification email from our system.
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.
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 [USER]/documents/World Creator/versions/[VERSION] 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.
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:
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:
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
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:
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:
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
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
For NVidia GPUs follow this link
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.
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.Open Save As dialog
F5
Saves the current project
F7
Takes a screenshot (including UI)
F11
Takes a screenshot (without UI)
F12
Navigates the camera (forward, left, backward, right, down, up)
W, A, S, D, Q, E
Navigates the camera with increased speed (forward, left, backward, right, down, up)
LEFT CTRL + W, A, S, D, Q, E
Focus terrain
F
Saves the camera position to a specified slot (0 to 9, 10 slots in total)
LEFT CTRL + 0 to 9
Restores camera position based on the specified slot
0 to 9
Places the mannequin on the terrain (mouse location on terrain)
M
Look around using the mouse
Right Mouse
Rotates the camera view around the current camera location on the terrain surface
LEFT ALT + Right Mouse
Rotates the camera view around the center of the terrain
LEFT ALT + Middle Mouse
Zoom in / out
Mouse Scroll
Starts automatic camera rotation
ALT + 1
Save
CTRL + S
Save As
SHIFT + CTRL + S
Save Incremental
CTRL + ALT + S
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
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
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
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
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
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
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
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
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
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
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
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
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
Opens this online documentation
F1
Toggle the UI
F3




Flatten Height
CTRL + C + Mouse Scroll
Add Connected Node
SHIFT + CTRL + Left Mouse + Drag
Flatten Height
CTRL + C + Mouse Scroll
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





