Well, I said I'd be sticking to serious stuff in my last post but, in an effort to redeem myself... (from bringing the forums into the realm of tumbleweed silence)...
I was talking wak!
No diggety! 
This is just another fun project I've been throwing around for a couple of days. Making the insides of TG2 into a 3d environmental scene, with each corresponding node creating a caricature of the output, at the end of each node tree.
WIP - Here's a couple of progressions...
My objects group is pretty confusing given that each .tgo is named after another TG2 node, shitemare!

Still to add some atmospheric/cloud/etc caricatures, I'm working on it, expect a comic meta-cloud, planet and population(maybe) at some point...
Any suggestions would be gratefully accepted. I'm thinking of the final-goal scene in a grey background room, or boxes(simulating the node network area) with the different results of each node tree, connected and displayed somewhere in these areas. Hmmmm...
Lol, get this, I'm even making 'disabled' versions of each node using the water shader transparency function(oh, how I wish for real opacity though. The water shader is ok for making it see through but disabling the unwanted refraction results in black textures!

) it's really coming together though.
If I can just PUT it all together, I'll be happy.
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Lanks for Thooking!

More to follow...