The first release from my experiments with terrain generation.
Method: A quadtree is created from N number of randomly generated points. For each rectangle in the tree, particle points are created based on poisson disc sampling. The movement of these particles along the terrain + noise field is drawn with my rake-stroke method. The color of the rake-stroke is based on the noise value at the origin along with some other variability.
The loading time of the piece will be longer for some variations.