What we have made so far looks too 'blobby'. It might be good for something like animating the bobbing of a floating balloon, or as the ground for a cartoon side-scrolling driving game. However, it is too smooth. It doesn't look like what we might want to make some realistic cloud textures, or a high resolution 3D terrain map.
The solution to this is to add on more layers of noise but at a lower amplitude and a higher frequency! This is what we refer to as 'Fractal Noise'. It is common to add on further layers of the noise with half the amplitude and double the frequency as a second octave.
However, we are not just limited to two octaves! We can go as far as we want, but of course every time we need an extra layer, it takes more time to compute and the level of added detail is halved.
WARNING - Using the maximum values for these sliders can take a long time to generate the noise. Try it out with lower values and slowly increase the sliders!