That looks really good Mick

Very interesting that it worked better at high res.
Oshyan, remember I complained a couple of days ago about TG's propensity to render more high frequency details over distance?
I think this situation is also about this.
To exaggerate for the sake of this example: if I'd make a square image map of 50% grey and 101x101 pixels with the centre pixel pure white, map entire planet with it, then TG would render the terrain with noisy white specks over distance, despite that 0.01% of that texture actually *is* white.
Why does TG tend to "prioritize" the bright parts of (procedural) textures over neutral/dark parts? Especially over distance.
It's an issue and I remember when TG2 was advertised as a renderer which didn't need the TG0.9 "render huge and resize trick" anymore.
This particular render shows that it at least isn't entirely true. (it is true in other ways of course)
As a matter of fact, I do the same for my vegetation, although usually max 50% bigger as rendering vegetation already takes way too long.
Haha, this almost sounds like a rant, but isn't one. This is an issue though if you'd ask me?