Build terrain through landforms, geology, erosion, water and direct artistic control. Work quickly with heightfields, switch to true 3D for caves, cliffs and overhangs, and keep the entire landscape editable inside one procedural graph.
Live erosion runs while you watch. Pause at any moment, inspect what changed, adjust, and continue from exactly where the terrain is.
STATE 01
WATER
Water cuts the channels.
Rain collects, finds its way downhill, and carves valleys and drainage that follow the land rather than a pattern laid over it.
SOURCEReal or procedural
PROCESSLive erosion
FORM2D + true 3D
DELIVERYMaps, masks, meshes
03 / EXPLORE THE SYSTEM
Five chapters. One continuous VirdraLand workflow.
Open any chapter to explore the complete feature story without leaving this page.
01
FEATURE CHAPTER / WORLD DATA & LANDFORMS
Start from the real Earth, or build from nothing.
Bring in real-world heightmap data as the starting landform, or generate mountains, ranges, ridges, valleys, canyons, plateaus, mesas, craters and dunes.
Combine, warp, terrace and stamp them. Every step stays editable in the graph.
02
FEATURE CHAPTER / LIVE EROSION
Watch it erode. Stop when it looks right.
Run hydraulic, thermal, glacial and coastal erosion live in the viewport and see the terrain change as it happens.
Pause, inspect, adjust and continue, then reuse wear, flow, sediment and deposition anywhere downstream.
03
FEATURE CHAPTER / GEOLOGY
Give the rock a history before you erode it.
Define strata, faults, joints and bedding so different rock responds differently to the same forces.
Weathering follows the geology: freeze-thaw, exfoliation, spheroidal weathering, tafoni and karst dissolution.
04
FEATURE CHAPTER / REAL 2D + 3D
One graph. Heightfield speed, true 3D where it matters.
Work at landscape scale in 2D, then turn the regions that need it into a true 3D volume.
Carve caves, tunnels, arches, overhangs and undercuts, erode and sculpt them in 3D, and extract a clean surface mesh.
05
FEATURE CHAPTER / DIRECTION & EXPORT
Direct every stage. Export what the project needs.
Masks, splines, sculpting, stamps, seeds and curves decide where procedural complexity appears and how far it goes.
Export heightmaps, masks and meshes, split large worlds into tiles, or send terrain straight into VirdraSurface.
04 / CAPABILITIES
From first landform to production terrain.
Shape the large forms. Define the geology. Establish drainage. Run erosion. Direct the result with masks, splines and sculpting. Move into true 3D for the places a heightmap cannot represent.
01 / VIRDRALAND
Build landforms, not just noise
Generate mountains, ranges, valleys, drainage systems, and terrain structure while keeping the forms readable and editable.
02 / VIRDRALAND
Watch the landscape evolve
Run live erosion, water, land, and glacier simulations. Pause at any moment, inspect how the terrain changed, and reuse wear, flow, sediment, deposition, and other process data downstream.
03 / VIRDRALAND
Go beyond the heightmap
Create caves, tunnels, overhangs, undercuts, geological volumes, rocks, and cliffs—procedurally or by hand—by transforming terrain into a true 3D volume.
04 / VIRDRALAND
Direct every stage
Use masks, splines, sculpting, curves, seeds, manipulators, and reusable terrain stamps to decide where procedural complexity appears and how far it goes.
VIRDRALAND
Build the ground the rest of the world stands on.
From real-world elevation to a live-eroded, true 3D landscape, VirdraLand keeps the whole terrain editable in one procedural graph.