This issue is especially important for 3D maps: The shade of the first (northern-most) row is determined by the row directly north of it.
That row is not defined by the generated function. For a flat map, it simply must be the same height at the map itself and can be quickly added manually after creating the map art in a world.
For a 3D map, the desired shades determine which blocks in that row must be lower, higher, or same as the first map row. There's no way to manually construct that row based on information that is currently easily available.
This issue is especially important for 3D maps: The shade of the first (northern-most) row is determined by the row directly north of it.
That row is not defined by the generated function. For a flat map, it simply must be the same height at the map itself and can be quickly added manually after creating the map art in a world.
For a 3D map, the desired shades determine which blocks in that row must be lower, higher, or same as the first map row. There's no way to manually construct that row based on information that is currently easily available.