Long time…
If you want the code let me know, I have improved it and modernized it , now you get a fully noise texture, you can now just edit the float values on the noise function and get octaves or anything you want on it.
This part I have totally replaced it with something else.
float e = 1*FMath::PerlinNoise2D(FVector2D((1*nx), (1*ny)));
e = (e+0.5*FMath::PerlinNoise2D(FVector2D((2*nx), (2*ny))));
e = (e+0.25 *FMath::PerlinNoise2D(FVector2D((4*nx),(4*ny))));
e = (e /(1 + 0.5 + 0.25));
value[y][x] = pow(e, 1.00);
I also made some modifications to the buffers.
Here is the result output, full procedural texture in C++ with unreal.
Just a simple perlin noise output on it, but it can get complex and generate anything based on the noise values variables.