The functions are applied to all the surface points on a landscape.
If you want to want to apply a certain feature at a difference place to where it is calculated by default,
for example to move the pyramid in the tutorials so is not centred at 0,0,0
then you want to apply the following between 'Get Position" and the 'X to Scalar' and 'Y to Scalar' nodes...
(And I'm taking it for granted the displacement shader does the right thing, regarding the direction of displacement).
TG2 works on a 3D co-ordinate system where 0,0,0 is the 'North Pole' of planet1 due to the planet1 being centred at 0, -r, 0 (well near enough)
where r is planet1's radius.
So to 'move' a point to need to
- vector add 0, r, 0
- apply a rotation or two to point the vector in the right direction, see Create Function/Rotate/..
- vector subtract 0, r, 0
Of course you could avoid the vector add and subtract by altering the planet to be centred at 0,0,0
Working out the rotations is a mater of applying a little bit of Pythagoras. Do however remember you need to work the rotation 'backwards' to get from the place you want the feature to render back to the co-ordinates where TG2 wanted to render the feature.
For example say we want to put the pyramid at the 'South Pole' which is the other side of the planet, so that is 180 degrees on the x axis (or z axis).
Get Position returns the point at the 'South Pole' ---> 0,-r * 2, 0
we add 0, r, 0 ---> 0, -r, 0
we rotate by 180 degrees on the x axis ---> 0, r, 0
we subtract 0, r, 0 ---> 0, 0, 0
So we are now feeding the 0,0,0 value back into the orginal algorithm and applying the result of that point to the new point at the 'South Pole'.