A little bit closer to final realisation... I've reworked the surfaces and I still don't really like them, somehow they worked out differently from my test-renders, maybe because of the low cloud which I disable during testing. One of the things I've been playing with again is the subsurfacing of the water. I attached a warp shader to the density function of the subsurface shader to get the idea of streaming muddy water and I think the effect turned out pretty well

But still enough to do...
Rendered @ 960x720, detail 0.9, AA 14 and GI 1/1.
Rendertime 10,5 hours.
Still problems with the black patches.
Matt asked me to attach a white lambert shader and see if the problem persisted and it didn't.
So I thought I'd start with a brownish lambert shader as the very base layer of surfacing, but the black patches just appeared again

Matt I hope you have the time and willing to help me sort this out. What was the reason for attaching the lambert shader / what problem do you think it is?
I can send you the tgd if you'd like.
Thanks in advance.
Martin