worldmachine was used in production. Maps were pre-rendered based on a randomization code that would export .bmp that I would use as file inputs. Those would lay the groundwork telling my script where ocean, coast, hills and mountains were. Using spliters, I would split off the coast, mountains etc., run them through their own process, combine them at the end of the script, and export a heightmap. I also used the same script to also export an rgb mask using select height + slope, those would tell the game where to place the textures, like mountains and snow.