Press the 'h' key to toggle interface visibility.Multiplying this scale factor by the width of a 3D mesh in units x will tell you how high in units z your mesh should be after displacement in order to be true-scale. The 'z:x scale factor' describes how 'high' the current view is, on the z-axis, in terms of how wide the current view is on the x-axis.( Here's a tutorial for doing this in Blender.)
Import the resulting image as a displacement map in a 3D application to generate a 3D model of the terrain.
(You may need to right-click the image to do this.) Here's a blog post about this tool, with more explanations and examples! The result is a grayscale heightmap, suitable for use as a displacement map in 3D applications. This is an elevation data browser, which 'auto-exposes' the display so that the highest and lowest visible elevations are white and black.