I think I can do this another way since I'm not combining two heightfields, I'm combining (with altitude constraints), a fractal terrain with a base heightfield. So basically if you put a surface layer in the network it doesn't necessarily hide the terrain that was before it in the terrain, because all you do is alter the height/slope constraints. Obvious...but what's less obvious is I have to plug the fractal terrain into the child node of the surface layer. But the child node is above the parent node in the network view, when the whole flow of the network is down to the planet node. That's the confusing aspect. The Shaders tab view makes visual sense.
monks