void GenerateNoise()
{
mountainTerrain.OctaveCount = Octaves;
mountainTerrain.Frequency = 2f;
baseFlatTerrain.OctaveCount = Octaves;
terrainType.OctaveCount = Octaves;
baseFlatTerrain.Frequency = 2.0f;
ScaleBias flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);
terrainType.Frequency = 0.5f;
terrainType.Persistence = 0.25;
Select terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType);
terrainSelector.SetBounds(0.0, 1000.0);
terrainSelector.FallOff = 0.125;
Turbulence finalTerrain = new Turbulence(0.25, terrainSelector);
finalTerrain.Frequency = 2.0f;
noise = new Scale(Scalarv, Scalarv, Scalarv, finalTerrain);
}