Grass Generation

so, I have a randomly generated map with consists of only parts, I watched a tutorial to do this, and I wanted to know how can I do the same for grass? the Generation script is the same as in the video, but modified.

local seed = math.random(1,1)

local MAPSIZE = 100

local MAPSCALE = 100/2


for xAxis = MAPSCALE-MAPSCALE-MAPSCALE,MAPSCALE do
	for zAxis = MAPSCALE-MAPSCALE-MAPSCALE,MAPSCALE do
		local noise = math.noise(seed,xAxis/24,zAxis/24)*12
		local block = script.Parent.Block:Clone()
		block.Position = Vector3.new(xAxis*2,math.floor(noise)*1,zAxis*2)
		block.Parent = workspace.RandomGeneratedMap
	end
end

so yeah, How would I be able to make a script that generates a grass model (or mesh) on top of the parts generated by the script above?

I am not a professional by any means and still have a lot to learn.

Try this:

		block.Position = Vector3.new(xAxis*2,math.floor(noise)*1,zAxis*2)
        --have a MeshPart of the grass stored & clone it at block.Position Y+ 1/2 block size y -1(or whatever value you want to get the base of the grass to sit slightly below your block's top surface)
		block.Parent = workspace.RandomGeneratedMap
        grass.Parent = workspace.RandomGeneratedMap

it works! thank you for the help.