public void RegenerateGround(SimplexOctavesSettings simplexSettings) { map.ResetMap(); float[,] noiseMap = SimplexNoise.CalcOctaved2D(map.resolution, map.resolution, simplexSettings.octaves, simplexSettings.frequency, simplexSettings.heightExponent); ArrayHelpers.NormalizeArray2D(noiseMap, 0, 1); map.SetValsOfType(TerrainValTypes.Rock, noiseMap); }