I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes.
My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If only one octave is used, all points in relation to the noise are obviously interpolated which results in fairly smooth data. However, to get overhangs/caves/jagged terrain, I have to use multiple octaves with varying amplitudes and/or scale the resulting values to my 'max' height I want of the map.
I might be missing something, but by using marching cubes with 3D perlin noise, I regularly get floating bits of terrain.
Any ideas on how I could correct this or if there's other noise functions I might use to get results like I'm describing? I'm wanting hills/valleys/mountains/lakes/etc. No need for floating bits segregated from the rest of the map. I believe this is a similar issue to what Minecraft has when it has terrain that just floats around in the sky occasionally upon generation.
Thanks for any assistance, Mythics