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How to diversify Perlin noise?
Good evening, please tell me, is it possible to somehow make Perlin noise more diverse?
I generate a terrain-type plane (the depth is of no interest), but everything looks rather monotonous.
Here is an example
Here is the code
int y = (int)(Mathf.PerlinNoise((x + cpos.x + seed) / detailScale, (z + cpos.z + seed) / detailScale) * heightScale) + heightOffset;
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