World Creator
- Jun 6, 2023
- 2 min read
Updated: Aug 22, 2023

I wanted to explore world creator to learn about scale and for creating backgrounds to scenes. The problem I have always had for my Renders/Scenes was the fact that I needed a background/border to cover up the horizen's border which would also create a lot of depth to the scene, overall, creating a better final product.
The problem I have found with world creator is the limited size of the model you can create. Shrinking the scene shrinks the detail that is created along with the texturing feature only going so small. Creating a mountain region, like I did for this image, produced textures that are far to big, grass often meters long rather than centremeters. I could have scaled the grass in photoshop to shrink it but that would also require doing the same to all 6 textures (normal, roughness, displacement, AO, colour, specular) and I didn't feel this was worth it as I was going to add physical grass blades to the scene in Maya closer to the camera. The other problem was the Rock and Dirt textures that appeared too big and didn't contain enough detail for parts of the mountian, even at a distance.
World Creator can genorate water and fog/clouds for your world however these are not exportable for some stupid reason meaning I have to guess the correct placement of my water in Maya and have to generate clouds seperatly for the scene.
World creator also will take 30 mins to 2 hours to export a mesh of the full detail model (1/8th scale) leaving me with only a 1/4 scale loosing a lot of deail in the mountains and hills which is not saved in the textures, displacement map or normal map.
Another option is to use a Height map that world creator can Export. However, using the Octane renderer in Maya leaves me without a visual aid to create my scene on, requiring me to use the render view to see what I'm doing and where I can put anything, which WILL crash in a few minutes of using. So, the height map is only good for use in the background's of scenes as it would only take up a few hundred megabytes of RAM rather than gigabytes a mesh would.