You usually don’t have to set too high values for scale.
The idea is to use a terrain to simulate how big the world through an ants perspective. It's just a prototype, not really a game. And not that I need that scale, just wanted to see how it would look if I modified the scale to that extent.
a possible workaround is to generate a noise on a smaller terrain then use a “change terrain size” node to increase the size of the terrain, and then add detail
I'll give it a try. Thanks!
If this is really an issue, we can try to use double-precision numbers and see the impact on performance
Well, I think that as long as we're talking about a baked solution, taking more time to get a better quality is very acceptable. We're used to this kind of thinking from an artistic point of view. If it takes 4 times longer to generate the maps, but deliver high quality results, I really don't mind the time it'll take. We can prototype using the low precision, and use the high precision for production.
these lines appear because of the limited precision
A lot of work would be necessary to change the codebase to allow multiple precisions. Using System.Numerics.BigInteger, or even custom fixed-point precision could potentially decrease the performance for single precision calculation due to bigger code complexity. But as I said before, from an artistic standpoint, quality is usually the priority. It's a complicated tradeoff.
(also see: https://www.researchgate.net/publication/325663757_Parallel_Multiplication_of_Big_Integer_on_GPU)