Another way to achieve nice effects, I discovered yesterday, is to have 1 voronoi noise pattern, have it run twice separately through a transform node which transforms the pattern on the X-axis or Z-axis. Transofrm it with 1/2 the size of the voronoi size, for example.

Then mix the orginal voronoi with the 2 transformed voronoi and set blending mode to difference and 100% addition of shader A.

There ARE ways to achieve nice effects, but I still think new shaders should be added since first of all these are the real deal, possible not reproducable at the moment and likely also faster when coded as a shader.

So sharing complex ways to achieve different fractal looks is nice, but I do not intend to facilitate excuses for not extending the noise flavours in TG2

Working on verticals is a bit more difficult, but what often works well is to have the base terrain computed with a small patch size.