title: Perlin Noise to Percentage
body: <p>I'm coding a map generator based on a perlin noise and ran into a problem:</p>
  
  <p>Lets say I would want 30% water and 70% dirt tiles.
  With a usual random generator there is no problem:</p>
  
  <pre><code>tile = rnd.nextFloat() &lt; 0.7f ? DIRT : WATER;
  </code></pre>
  
  <p>But a perlin noise is normal distributed (ranges from -1 to 1, mean at 0) so it's not that easy.</p>
  
  <p>Does anyone know a way to transform a normal to an uniform distribution or a different way I could get a percentage from a noise value?</p>
  
  <p>EDIT:
  The 70% are just an example, I'd want to be able to use any value dynamically, at best with 0.1% precision.</p>
  
  <p>EDIT2:
  I want to transformate perlin noise to a uniform distribution, <strong><em>not</em></strong> to normal (which it already is alike).</p>