
I'm creating a terrain paging component. (I know ogre has one, but I'm doing this for fun

I'm making 128x128 "square" maps, using 129x129 points to overlap, creating a visually seamless connection when placed beside each other.
The thing I particularly enjoy about the perlin noise algorithm is how seemingly stateless it is.
For example if I was using a diamond square algorithm to generate a cloud grid, when moving onto a new block I would fill the borders of that block with the borders of surrounding blocks. The unfortunate effect here is that as no block will ever know what's happening on the blocks that haven't been reached yet, I would achieve a different result depending on how I reach it. For example if I go directly right, it fills the borders on one edge, but if I go up-right-down, it fills the borders on two edges, resulting in a different map since there's greater constraint.
Errrr I hope I was clear there.
With perlin noise, I just tell it what coordinate I want, and it will consistently give me the "correct" value regardless of what surrounds it.
The beauty of this is that when calculating normals, I will always be able to access adjacent vertices, even if they don't exist, allowing me to create a fully seamless mesh.
Unfortunately perlin noise is fairly limited on its own, and I'd like to combine it with other forms of noise in order to enhance the interestingness of my scene.
Inverted Voronoi noise for example would make for some fantastic natural pathways with a little bit of filtering or capping of values:

Unfortunately I can't find (nor do I believe exists) a stateless system, as it must build the list of points per square. This makes it particularly prone to visual predictability of map edges, and creates seams if those wall edges aren't corrected based on prior, existing edge blocks. This brings me back to the problem of diamond square generation, and makes normal calculation for edges a nightmare :p
So, in order to boost my morale and generally just help me out, is anyone aware of a stateless noise algorithm other than perlin? I'd be ever so grateful!