Thanks for comments.
As for the displacements. It's all procedural. I have not finalized the methods for this yet. There is a thread here:
http://forums.planetside.co.uk/index.php?topic=1414.msg14163#msg14163mogn provided a couple of files. The .tgd is closest to how I'm trying to resolve this method. I am not using the nodes called 600, Add scalar, and abs scalar. I am using voronoi 3D diff scalar instead of the perlin because voronoi is good for rocks. However this technique causes the functions to get stretched. This is actually a cool result but I'm trying to understand it. I am experimenting with various versions. I've even tried using vectors instead of scalars but I've not resolved it all yet.
What exactly is the purpose of abs scalar?
Maybe some other people with a bit more function know how, including mogn, can take a look at the altnoise.tgd on that thread and explore the possibilities further. I'm a bit lacking in time now and I can't produce any new work for a while but I may knock as few renders out from existing planets.
The more detailed surfacing on the rocks is simply standard blending of various surfaces. You can really create incredibly rich surfaces in TG2. Absolute lightyears beyond TG 0.9.