This value can then be mapped to whatever usage we want! Here we have a demo where some 2D noise has been generated and used as a heightmap, and depending on the magnitude of the value, we have assigned a colour.
This means that every pixel on the map below, has had a candidate point evaluated using the entire process of Grid Vectors, Candidate Point Vectors, and then Interpolation!
Now, that is everything you need to know to make Perlin Noise! But... that doesn't look like any realistic terrain now does it?...
The next section will walk you through making this terrain heightmap look much more realistic, for this specific example of using Perlin Noise to create maps!