Posts by Stefan

    That’s a great idea, though the current feature wasn't originally designed for this specific use-case. I completely see what you’re aiming for, and I’m happy to share that we’re already working on it! We plan to extend the Path Shape with a real Path Mesh and proper UV mapping to support your textures. This update will also be available for Shape Layers and should be ready in about a month or so.

    Hope that helps :)

    We are happy to announce a new World Creator version (2026.3) with the following changes:


    FEATURES / IMPROVEMENTS

    - Support for Additional GIS Terrain Data Formats (GeoTIFF, HGT, DTED, Arc/Info ASCII Grid, VRT, and XYZ).
    - Import Presets from Previous Versions (happens automatically).
    - Terrain Adaptation Based on Placed Objects.
    - Object Area Distribution.
    - Camera-Based Object Distribution


    FIXES

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

    We received a number of crash reports with version 2026.2, specifically when launching World Creator.

    Thanks to our customers, we were able to track down the issue. The cause turned out to be the new denoiser library, which unfortunately contains a serious bug that affects certain systems. We have already reported the problem to Intel, and we expect it will be addressed on their side soon.

    In the meantime, we have uploaded a new installer and ZIP archive for version 2026.2. If you experienced application crashes with this version, please make sure to download the updated files.

    Version 2026.3 will be available by Thursday this week. We are currently performing a few additional tests before releasing it.


    Have a great day and enjoy World Creator!

    Good question 🙂

    I think it mainly depends on how complex your biomes are going to be and how many different biomes you plan to create. It can also help to work with multiple Biome Layers rather than just one, as this gives you more flexibility. If you are drawing the biomes manually, this may require a bit more work, but it usually leads to better results.

    Personally, I haven’t created a terrain of that scale with a large number of biomes yet, so I’m also quite curious to see which approach works best in practice.

    One thing to keep in mind: try not to use too many materials per biome. When exporting or working with the terrain in Blender, there are certain limits that can become relevant. 🙂

    Hi :)


    We actually discussed this earlier this week within the team as well. At the moment, our conclusion is that if we decide to bring back the Seamless option, it would likely be limited to terrain sizes up to 4K or possibly 8K.

    We’re still evaluating the best approach, so the final decision hasn’t been made yet.

    🚀 New on our Website: Terrain Guides

    We’ve just launched a new Guides section on the World Creator website!
    This area will feature in-depth technical articles covering the fundamentals and advanced topics of digital terrain creation.

    Our goal is to build a growing knowledge hub for everything related to terrains — including topics such as:

    • Heightmaps
    • Terrain mesh topology
    • Terrain texturing & splatmaps
    • Procedural terrain generation
    • Object scattering and ecosystems
    • Creating Unity Terrains
    • Creating Unreal Terrains
    • Rendering Film Production Terrains in Blender / Cinema 4D using Octane

    Whether you are just getting started with terrain creation or want to dive deeper into the technical side of environment building, these guides are meant to give you a solid understanding of how modern digital terrains work.

    We’ll be adding new articles over time, so feel free to check it out and let us know what topics you’d like to see covered next.

    👉 You can find the new Guides section here: https://www.world-creator.com/en/learn/guides/guides.phtml

    The current C4D Bridge should work for transferring the terrain heightmap and materials, but it does not currently support exporting scattered objects.

    As mentioned in the stream, we are planning to include the objects scattered in World Creator in the ORBX export. We’ll also need to evaluate whether this functionality will be added to the regular Bridge Tool as well.

    Hope that helps :)

    The debris moves across the terrain after it has spawned. The masking only defines where debris should or should not spawn. Once it has spawned, it can start moving — for example if it appears on a slope or hill.

    You can influence this behavior using the Friction and Acceleration sliders to adjust how the debris moves.

    If you simply want to scatter debris without any movement, you can either increase the friction and reduce the acceleration, or use the Scatter Filter under Effects.

    Hope that helps! 🙂

    Welcome to the World Creator community :)

    So you are from Hungary? Awesome, I am native Hungarian and I also speak Hungarian but I never learned writing because my parents moved to Germany when I was 4.

    The top most biome is the dominant biome in case this is the issue. Like if you clear any biome the top most is applied automatically if no other biome information is available. I think I need to do a tutorial on this but this will come after Materials and Objects.