It is easy to use the functional network for generating textures, without using the inbuild fractals or noise functions.
In the shown landscape i have generated the sand texture in the following way:
z' = 31 + (z*31 - nearestinteger(z*31))
x' = o.5 + (x*z' - nearestinteger(x*z'))
x' which is is a scalar in the range 0..1 is then used as controller input in a colour mixer,
and the ouput is fed into the colour function of a surface layer.
The constant 31 governs the 'scale' bigger values gives smaller grains.