Thanks Zylot. I was being a numb nuts.
The reason why this question came up, was that I've only just recently understood how Get Position is needed for Voronoi Noise, then kind of got how you need to put in Compute Normals (although I'm not sure what the difference is with Compute Terrain) for you to be able to distort along laterals, ie (and I'm guessing) you have to redefine where the new geometry is.
As Veronoi Noise does not have the built in scale function, can I asume you can put in a Vector Constant into the scale input on the Veronoi shader, to give me control over scale in x,y,z?
But aside from that. How do the Transform and Warp shaders work? I would like to be able to scale down the Y shift by a factor of say .3 to give me more brick like shapes from the linked pic. (which is just a work in practice experiment).
The ultimate goal is to work out how to do fractured rock through Perlin Ridge noise, but for me to get there, I think I need to understand what I can do with the Transform and Warp shaders.