Very nice, Frank.
I used simple shape shaders to define the shape, line markings and displacement, no images. The surface was just 3 power fractals stretched along the Z, the direction the road runs.
I had some success in making bends in tests by using redirects along the X, there are some problems with the way I tried it, namely that a fractal is very random, even when set at a flat range of scales. I'll post a cheap method in a bit for bends in the road but it's difficult to control convincingly...
I assume you're using a functional method here, X or Z to scalar, or some such?
* Regarding rotation. Should be an easy enough job with a rotate Y vector or, even simpler, with the 'shader array' node. Set the shader array to one single instance copy of the input shader(one column/one row) and there's a 360 degree rotation value built in to it. You can move the position of the shader with the position values of the same node.