I have an update sooner than expected. I was looking into noise functions today and it was pretty easy to implement. What I'm showing today is a greyscale 3d noise using the point normal plus (1,1,1). For some reason simply using the normal gives a horrible blocky result. What I have right now is extremly slow. At 6 octaves with smoothing and interpolation it takes a couple minutes to generate 4 256x256 textures. The really nice bonus the edges match up perfectly.

I think for the next step I'll apply this to the subdivision scheme and see if I can get a transition from space to ground.