Using World Machine to create rock topology?

I’ve been using this tutorial to speed up my workflow for creating rocks in 3DS Max:

So far, the results have been great. However, i’ve been wondering if World Machine could do a better job at producing the height map for displacement. Has anyone tried this workflow with WM? Is it possible to generate a decent tiling heightmap with WM?

I would recommend Substance Designer/Painter for making textures (not just heightmaps but whole set of PBR textures), but yes, you could make decent heightmap textures with WM I just don’t know how to tile them, but you can use them for example in ZBrush or Mudbox or such and “paint” them directly on your mesh

Tiling heightmaps are not yet possible using wm. You’ll be better off using substance designer or similar. You can use a tileable texture and break it down using wm filters and such though. Use a file input set it to rgb texture. Hope that helps.

Tiling heightmaps is not possible, what do you mean? I see export tiles as a feature in the full version, that’s why I am considering buying. And many tutorial videos show how to export tiles to engine like UE4. Why do you say there’s no height map tiling, I’m confused :?

Two different uses of the word “tile”.

A World Machine tile is a square chunk of terrain, where the overall terrain computation is cut into tiles.

A tiling texture is one that repeats. People often mean seamless tiling, where adjacent “stamps” of the texture merge smoothly into each other.

World Machine can export a large terrain as a set of smaller adjacent tiles.

World Machine does not compute heightmap patterns that tile seamlessly.