Fantastic, Seth! I'd like to see some lambertian translucency in those pillow forms, some deep red/orange controlled by the invert of the pillow function on the terrain so it appears in the creases, this is something I've been working on recently as I have just unlocked the benefits of the lambert shader in my brain, up 'til recently TG translucency has just went right over my head, especially in the default shader. The lambert shader does
great things, though...
Fantastic render, as usual!