Range of perlin noise values?

I am currently wondering whether the generated perlin values can go over 1 or below 0 as I am doing a random terrain generation and trying to reduce cost of generating terrains.

I can do a check but considering how large a terrain map can be and how heightmap and alphamap can be large (my current setup is 513 for heightmap and 512 for alphamap), adding another branch condition in the loops is not exactly ideal for me. Just with the values I’m currently using, I would end up with using 500k of ifs.

From the documentation the Mathf.PerlinNosie function returns a float between 0 and 1.

If you are using a different implementation you need to check the documentation or code associated with that implementation.

After trying with few million perlin values, I found that perlin values from Mathf.PerlinNoise do produce values over 1.

float perlinValue = Mathf.PerlinNoise(x / zFrequency, y / xFrequency) * 3;

    if (perlinValue >= 3)
    {
         Debug.LogError(perlinValue);
    }