The next version of World Machine promises notable changes in terrain representation. The inclusion of Vector Displacement Maps (VDM) will allow more detailed control of complex shapes, while the node-based procedural core, erosion simulation, and PBR texture export will remain pillars of the software for game engines and VFX.
VDM: geometry with more precision and fewer polygons 🏔️
VDMs offer an alternative to traditional displacement maps. Instead of storing only altitude, they store three-dimensional vector information, allowing for the creation of overhangs, caves, or ledges without the need for dense meshes. This technique, already used in some engines, is now integrated into World Machine's node flow. Users will be able to combine procedural erosion with this new system to export more detailed and efficient terrains for rendering or games.
Now your mountains will have holes, just like in real life ⛰️
Finally, you'll be able to create those cliff caves you always wanted without having to model every overhang by hand. VDMs are here so artists can stop pretending that cliffs are smooth. And the best part: you can keep forgetting about counting polygons, because that's what the software is for. Erosion will do its job, and you, your coffee.