Quote1, 2 and 7 are my favorites. I very much like those, and wonder how many compute normals you had to use, and how fast/slow the files render. I tend to use as little of these time-consuming nodes as possible, but I'm also aware that to make these, you probably need more than 1 compute normal/terrain. Any insight would be most welcome of course but I would well understand if you keep your finds to yourself.
Render times were reasonable, an average 1,5 hours. However, to speed things up I disabled the atmosphere and changed the background color to blue.
I didn't need a lot of compute normals either, sometimes one and sometimes none at all. The displacement tolerance of the planet was set to two.
My workflow is a little different because I start with a very smooth terrain, thereafter I use very large and bold displacements with roughness set to zero as a base for further texturing. Next smaller textures with more roughness are added, similar to the way you would make a painting or a sculpture. The smaller textures are fed into a transform shader, final position enabled, to prevent stretching.
The advantage is that in this way – at least in my experience – it is possible to get away with extreme displacements without the geometry breaking up so soon and you need less compute normals.
Top to bottom:
Terrain
Perlin noise
Twist and shear
Widen top
Medium scale textures
Strata
Final