Weird. So it must be some sort of shader issue. It does look like the main geometry displacement is rating, but everything else is translating out of scale or something weird.
I was hoping to just be able to look at the thing in 360 from a stationary camera. Curious what the issue is. Texture Coordinates? Seems they break intersect underlying too. Hmm.
It's weird the craters are acting like they are in final position, without it being used (besides the end transform node), and I was sure, and checked, that I was using Get Position in Texture.