Dragontail Peak breaks two limits that had been there since the beginning: terrain no longer has to be a heightfield... and World Machine no longer has to run on Windows.
Build 4059 onwardFrom May 2026
Vector Displacement Maps
Heightfields have pretty much always been the right way to represent terrain. Simple and efficient, they underpin almost all CG terrain today. But they have two major flaws that becomes more obvious as the resolution increases:: they can't represent overhangs, and steep faces have almost no detail.
Dragontail Peak pioneers terrain creation with Vector Displacement Maps. Instead of a simple elevation, every point on the surface can move in any direction. The same node graph you already built can produce overhangs, undercuts, caves and real cliff faces. True 3D geometry with all the craggy detail you want.
Start from a heightfield and push it into 3D, or build a VDM from nothing. When you are done, export it directly if your DCC app supports it. Otherwise you can turn your work into a optimized mesh, or even convert back to a heightfield with the unrepresentable parts automatically converted to a cliff mesh beside it.
A world file can mix heightfields and VDMs, whichever suits the scene.
Displace a surface hard enough to make a cliff and the geometry pays for it. Texels stretch out along the vertical face until detail there is a fraction of the detail on the flat ground beside it, and a surface pushed past itself folds through its own neighbors.
VDM Optimize reflows the surface so resolution follows the shape, which is what puts erodible detail on a cliff instead of a smear. VDM Repair stops triangles from inter-penetrating and keeps the surface a smooth manifold.
Eleven new devices work on vector displacement directly, and sixty more of your existing favorites such as Strata, Selectors, etc all take a VDM as well.
Many of the most popular macros understand VDMs now as well, Quick Texture, Rock and Soil and Vegetation among them.
The simulation devices: Erosion, Thermal Weathering and Snow, all run directly on VDM terrain. The same simulations that shaped heightfields can now work on the vertical parts too.
These first true 3D erosion simulations are experimental, but available now. They will keep improving through the Dragontail series.
If you use Mac or Linux, there weren't a lot of great options for terrain creation before Dragontail Peak. Frequently, the only choice was using a slow virtual machine.
Now World Machine runs natively on all three platforms. The same project file opens and builds the same on every machine in the studio. Do deep work on a Windows workstation, edit on the go with a MacBook Pro, and run your scripted builds on a Linux box - it all just works.
World Machine's traditional home, supported as always.
A native, universal binary for both Apple Silicon and Intel, installed from a standard .pkg. No Rosetta, virtual machine, or Windows partition to reboot into.
A single AppImage with nothing to install. Needs glibc 2.34 or newer, so Ubuntu 22.04 or RHEL/Rocky 9 and up.
Download whichever you need from the Update Center.
Despite all of these changes, it is still World Machine. A world saved in any earlier version opens in Dragontail Peak.
You can update your project file or keep it the same. Decline, and every device keeps the behavior it had on the day you saved. Accept, and you can selectively update one device at a time and you get the new features where you asked for them.
Dragontail Peak rebuilds the UI on a new design system: new colors, a new icon set, and new widgets throughout. You can choose your interface font too.
Underneath is the same fast, native code GUI. A terrain tool is somewhere you spend all day. It should look and feel like it was built this decade.
Nearly every window or dialog you work in got attention, and so did the window management around them.
Tear out or hide any section of the interface, save the arrangement as a workspace, and switch between workspaces as the job changes. Your current arrangement persists when you restart the app. Workspace arrangements automatically include your second monitor, if you're using it.
The rebuild goes all the way down to the individual controls you use to change a value. The parameter widgets in particular got a lot of attention.
The slider and its edit box are the same widget now. Hold Shift while scrubbing for fine control or Ctrl for coarse, and double-click to type an exact value, the way Blender has trained everyone to expect. It stays usable squeezed into a narrow panel.
Plain edit boxes scrub too, including the device origin fields. Positioning a device by coordinate used to mean typing two numbers and rebuilding to see what happened; now you drag one and watch.
Parameter ports on the panel edge. The spatial parameter buttons became a rail of real ports down the side of the parameter pane, one for every setting that can be driven.
Click a port as before, or drag a wire straight out of it into the workview and connect the device that will drive it. Wiring a parameter is the same gesture as wiring a device now.
Dragontail Peak put a round of work into graphs that have outgrown a single screen, both in the workview you arrange them in and in the builds and previews underneath it.
Dragontail Peak rebuilt it: a real sky to light the terrain and a camera that behaves when you get close.
If your engine represents materials with an ID per pixel, Dragontail Peak can carry that data directly instead of squeezing it through a grayscale heightfield.
A material index is not a grayscale value. Dragontail makes material IDs for your engine first-class data. Byte/int grids are proper datatypes now:
Your custom Code devices can now use GPU compute shaders written in Slang. Slang is a modern programming language for compute, compatible with HLSL, and runs on Vulkan and Metal.
A built-in script editor makes automation scripts much nicer to work on inside World Machine. Access your script files, a reference guide, and examples all in one place. Scripts can also drive filenames directly with a <var:name> tag in any filename.
So should a build that outgrows your RAM, and so should staying up to date. Dragontail Peak put work into all three, and the worst case for data loss is now impossible.
Projects and autosaves write to a temporary file and swap into place. A crash during a save could previously take the project down with it: rare, and catastrophic when it happened. The swap makes it impossible.
Hurricane Ridge introduced the new memory and paging system. Dragontail Peak chased down the edge cases and made it reliable. Large builds and previews can spill to disk when memory gets tight, without falling over or taking the rest of your machine with them.
The version checker became a real updater on all three platforms: it downloads and installs, automatically if you'd like.
Dragontail Peak is a release series, not a single build. It's ready for your production use today, and we will continue to update it until it is replaced by the next named series.
The roadmap has the rest of what is planned.
If you already own a license, check whether your update window covers this release: it may cost you nothing, and every build inside your window stays yours to download for good.
If you don’t, World Machine Basic is free and always has been.