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I have fixed this problem through the following method. First, while generating noise values, I kept track of the minimum and maximum values. Second, when storing the noise values into my array, I normalized the data: (value - min)/(max - min). This way, all my values are between 0 and 1, but are better distributed. The equation maps the minimum value to (...


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Here is how you can blend data of noise and gradient together, in 3D. This should provide you with asteroid style shapes. First, our container to store the Data: public class MapData { public float[,,] Data; public float Min { get; set; } public float Max { get; set; } public MapData(int width, int height, int depth) { Data = ...



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