So I’m trying to understand exactly what’s going on underneath the hood for TerrainGrid, FractalSum, FractalTileLoader, etc.
My end goal is to understand exactly how I could go about seeding for the noise generation, shading the vertices instead of applying a texture, and altering the way that it colors slopes and cliffs (currently the terrain is blurred and/or lightened on sloped areas). From my previous experiences with noise, I would input a seed via a Random(long seed) to resort the permutation array.