I have this terrain I generated using Perlin Noise layers whose colors are applied based on the height of the vertex, just for reference before I am done being clear about how I will implement the biomes in my procedural world
This approach is probably the most simple and consists of creating a temperature map and a moisture map using another Perlin noise with different frequencies and offset in order to get Temperature and Humidity values and then decide the biomes as shown in this post:
So the point is that biomes are more than the ecosystem; tree, animals generation, and ground color... I also want them to have a visible impact on the terrain, for example:
We have different biomes each one with its characteristic topography. So I've made some research and found out that Minecraft's biomes also are made using temperature and humidity: Minecraft biome generation
The problem comes when I have to modify the terrain based on the biome, already decided based on this chart:
I don't know what to do. When it's colder I make the terrain taller? I am really lost. I don't really know how to apply each biome topographical property to the terrain. Also when 2 biomes meet if they have their own topography, they wouldn't be continuous and therefore not procedural anymore. The only solution I could come up with is using a Voronoi noise and interpolating the weights of the influence of each biome making a smooth transition between them, the problem is that I still don't know how to deform the terrain depending on the biome and that Voronoi noise is not procedural; the points have to be computed previously.