Hetzen and Inkington: Yes, it's just 4, flat scaled fractals. (Feature scale=7, lead in=7, smallest=7m). All different seeds.
Then, two are mixed together by merge shader('highest raise' and 'difference' merge mode, colour and displacement), then the next two are merged exactly the same way. Finally, there is another merge shader which merges the two original merge shaders, and this blends the 4 fractals together. You plug in the final merge shader to your surface, here, it's just the ground of the planet.
The noise stretch in one fractal is X=30, Y=1, Z=0.1. Its partner has alternating X and Z. I also lowered the colour offsets to give less 'bar' coverage over the range.
Here's the shot...
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