I am currently creating a 2D, voxel, side scrolling game with different types of land, each of which has a different generator.
To decide which type goes where in the map, I use 1D Perlin Noise for this ground layer and choose the generator based on the size of the noise() output.
However, there are very rough edges between the types of land, as demonstrated below.
I’d like it to look a bit more like the following (generated by pure coincidence):
However, I am pretty stuck as to how this smoothening could be done. Any suggestions are appreciated.