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feat(editor): detail noise for adding small-scale terrain roughness
- Detail Noise: adds high-frequency roughness to existing terrain without destroying the overall shape (amplitude 0.5-10, freq 0.01-0.5) - Useful after smooth/generate to break up unnaturally smooth surfaces - Workflow: generate → smooth → detail noise for natural look - Separate seed from main noise generator for independent control
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@ -123,6 +123,9 @@ public:
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// Ramp tile edges to a target height for seamless multi-tile joins
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void rampEdges(float targetHeight, float rampWidth);
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// Add random detail noise to existing terrain (preserves shape, adds roughness)
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void addDetailNoise(float amplitude, float frequency, uint32_t seed);
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// Import/export heightmap (raw 16-bit grayscale, 129x129)
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bool importHeightmap(const std::string& path, float heightScale);
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bool exportHeightmap(const std::string& path, float heightScale);
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