Perlin Noise is Really Sharp

Hey
my noised CubeSphere is really edgy after noising it.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MeshDeform : MonoBehaviour {
	public float scale = 1f;
	private Vector3[] baseVertices;
	public bool recalculateNormals;

	public void Start(){
		Mesh mesh = GetComponent<MeshFilter>().mesh;

		if (baseVertices == null)
			baseVertices = mesh.vertices;

		var vertices = new Vector3[baseVertices.Length];

		for (var i=0;i<vertices.Length;i++)
		{
			var vertex = baseVertices*;*

_ vertex.x += (Mathf.PerlinNoise(vertex.x, vertex.y) + Mathf.PerlinNoise(vertex.y, vertex.z) + Mathf.PerlinNoise(vertex.z, vertex.x)) * scale;_
_ vertex.y += (Mathf.PerlinNoise(vertex.x, vertex.y) + Mathf.PerlinNoise(vertex.y, vertex.z) + Mathf.PerlinNoise(vertex.z, vertex.x)) * scale;_
_ vertex.z += (Mathf.PerlinNoise(vertex.x, vertex.y) + Mathf.PerlinNoise(vertex.y, vertex.z) + Mathf.PerlinNoise(vertex.z, vertex.x)) * scale;_
_ vertices = vertex;_
* }*

* mesh.vertices = vertices;*

* if (recalculateNormals) *
* mesh.RecalculateNormals();*
* mesh.RecalculateBounds();*
* }*

}
maybe someone can tell me what i did wrong, would be very nice :smiley:

and i want it look like a planetary surface