Input A · Procedural noise
Simplex noise stacked into fractal Brownian motion. Scale sets how many features fit across the shorter edge, and octaves (1-8), roughness, and lacunarity shape the detail. Domain warp runs a second noise instance that bends the sampling coordinates, which is what gives contours their hand-drawn wander, and a ridged toggle folds the signal into sharp ridgelines.
Seeds are the contract. simplex-noise v4 dropped integer seeding, so a custom mulberry32 PRNG restores it: seed 4127 draws the same terrain on every machine, every time. Generators are cached per seed, because rebuilding permutation tables on every frame would sink the animation loop.