Hi,

I started playing around with Babylon; attempting to produce dynamic terrain. Google isn’t short of links when we type keywords relating to this, but for some reason I’m having trouble finding how I can update the z-index value for points in the *Meshbuilder.CreateGround()*. Here’s my function.

```
export function terrainGeneration<T extends Material>(material: T, cols: number, rows: number, scene: Scene, noise: number[][]) {
const height = 256;
const width = 256;
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const ground = MeshBuilder.CreateGround("ground", { height, width, subdivisions: 10 }, scene);
const x = j % 2 != 0 ? width : -width;
const z = i % 2 != 0 ? height : -height;
ground.setAbsolutePosition(new Vector3((j * x) / 2, 0, (i * z) / 2));
ground.material = material;
ground.material.wireframe = true;
}
}
}
```

I pre-generate the noise but am unsure where and how to apply it.

Anyone has any idea?

Also, I notice Vector3 seems to have the y and z constructor parameters inversed? Here a screenshot of what happens when I put what I think is my Y position in the Vector3’s Y constructor parameter.

`new Vector3((j * x) / 2, (i * z) / 2,0)`

My camera is setup `onSceneReady`

with

```
const camera = new ArcRotateCamera("p1", Math.PI / 2, Math.PI / 4, 1000, Vector3.Zero(), scene);
camera.attachControl(true);
```