Thanks Oshyan. I'll have to play with the settings a bit more.
I hope there's a way to speed up the algorithm in general, though.
FWIW, there's a 3rd party noise map for 3dsmax (BerconMaps, look it up on Google if you're interested) that brings several flavors of noises, and its Voronoi implementation has some more settings and controls to choose from than TG's Voronoi, and it seems to be faster, too.
I have no knowledge of coding whatsoever, but from what I've seen the Voronoi in TG3 is hardcoded to produce a specific look. I can post some screenshots of the settings and noises available with the map I'm talking about, if anyone's interested (after my holidays, that is).
To be clear, this is not a complaint, it's just that I'd like to have a better understanding why these two Voronoi implementations are so different, and why Planetside decided to go for one specific flavor of the Voronoi noise.