Heh, it’s totally setup for runtime generation at the moment, although I don’t imagine it would be a big job to make a version that you could build terrains in the editor with.
To make larger worlds I’ll really need to implement the blending methods in, so you create a ‘land’ noise generator, and use a simple low frequency perlin generator to mask it off against a below sea-level height. That is on the todo list
There is a bit of a bug with LOD visibility at the moment btw, will fix it shortly.