I've a question about surface deformation using Perlin noise or Simplex noise. You can see everywhere on google images how these results look like, if you calculate a 2D / 3D noise and move the surface in normal direction like the image in the following discussion on stackoverflow: https://stackoverflow.com/questions/53688083/using-analytical-perlin-noise-derivatives-on-a-3d-surface
Using one noise calculation for a vertex seems to be fast, but caves can not appear. It is like generating a height map for a surface.
But, has someone tried to use 3D Perlin/Simplex noise for each dimension? So that 3 times a 3D Noise is calculated and the vertex is moved in the dimension direction?
I think that of cause caves can be appear and it maybe looks realistic as well. I've time pressure to implement some surface distortion and I am only interested in some resulting pictures, to decide using this technique or look for another one.
So if someone has already implemented it, please post some resulting images. Thanks a lot!