Use WASD to move the camera, and right click and drag to rotate it.

Noise Type:

4
=

Note each octave of noise is sampled every x(2^k) and y(2^k), where k is the octave integer.

Octave weightings:

Values from noise are multiplied by the result of the shaping function

Inverse Y: / (y + )

Values from noise are multiplied by the result of the shaping function

Negative Y: ( - y) /

Values from noise are multiplied by the result of the shaping function

Guassian: 1 + (g - y) /

where g = * exp ( (x²)/(2*²) + (z²)/(2*²) )

Generating Terrain