Hi,
I’m working on a fictional landscape in World Machine which will eventually be used in Unreal Engine. It’s a terrain measuring 16 x 16 km, and I want to recreate a specific geography rather than generate a generic procedural landscape.
The landscape is a coastal region with a bay and a sea inlet reaching some distance inland. The coast and inlet are flanked by a mountains around 2 km high, and at one side there’s a very high single prominent mountain peak reaching around 6.4 km with surrounding relief leading up to it.
Here’s the map drawn on the heightmap export from Unreal:
(The geographical layout of the terrain I already had in Unreal, which I’m using as a reference for the new terrain)
I have created a Shapes map defining the large-scale elements. The scene contains these distinct geographical elements:
- sea floor -100 - 0 m
- low/coastal terrain 0 - 150 m
- hills 150 - 300 m
- coastal mountain range up to ~ 2000 m heigh
- mountains leading towards the high peak ~ 3000 m
- the single high peak up to ~ 6400 m
What I’m trying to achieve is for these regions to have different procedural terrain characteristics, while still blending naturally into one continuous terrain.
I started from the Coastal Mountains 2 example, since its structure seemed quite close to what I need. It uses a Shapes guide and a Multi Chooser to select between several terrain inputs.
(The geographical regions I have defined in a Shapes device)
While experimenting with this, I discovered that the Multi Chooser’s guide values determine which terrain input contributes, independently of the actual height ranges of those terrain inputs. I also experimented with Rescale devices to give the different terrain inputs different elevation ranges.
(The Multichooser device preview, showing the geographical selection, with the existing heightmap overlaid for reference)
This works mechanically, but I’ve had difficulty getting the resulting terrain to retain the character and relief of the individual terrain generators. In particular, some combinations produce rather artificial raised or terraced forms instead of natural-looking terrain transitions.
(experimental result using the terrain generator and Multi Chooser. The broad geographical regions are present, but the resulting terrain develops pronounced raised/terraced forms rather than the continuous mountain relief I’m aiming for)
I then came across Tutorial 8, Selectors, Layers, Masks, which demonstrates using selectors/masks to define regions and then compositing different results with a Layers device.
This made me wonder whether Layers might be the more appropriate workflow when the things being combined are heightfields rather than colours or textures.
So my question is:
What would be the recommended World Machine workflow for this kind of terrain?
Would you normally:
- use Shapes/Selectors to define the geographical regions,
- generate each terrain type separately,
- combine the resulting heightfields with Layers/Heightblend,
or is the Multi Chooser / Height Chooser approach more appropriate?
I’m particularly interested in hearing from people who have used World Machine to create a deliberately designed geography with several distinct terrain types, rather than generating a procedural landscape.
Thanks in advance for any advice! I’m particularly interested in whether I’m using the right general approach here, rather than in troubleshooting the particular settings of this one example.
(screenshot from the project in Unreal Engine 5.7. The mountains in this setup are static “backdrop” meshes that are not part of the terrain itself - they look OK from a large distance, but the illusion breaks doen when approaching them - I want to make the mountains part of the actual terrain, and that’s what I want to achieve in World Machine now)








