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You need a 3d noise function (perlin,simplex,..). Call it f(x,y,z). Usualy this function returns a 0..1 float value. Yuu simply decide your sea kevel float k in 0..1 and Foreach point of the sphere If f(x,y,z) < k k is your heigth in that point Else f(x,y,z) is your heigth in that point


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Don't think in World Units -> Heightmap. Think in World Units -> Model Units -> Heightmap. This is called normalization. You will need to normalize from world units back to your model units before you try to map to the heightmap and vice versa. You can do this with some simple scale-factor, assuming that the vertices in your terrain mesh are uniform ...



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