Here's some details, straight from the renderer. As said, the campfire and such were done in PS, so it's not 100% TG. I found it too much trouble to make another mask for the paths if it's so easy to add later. Render settings for this one were originally 1600px wide, from memory detail 0.5, AA 0.5 (or is it 5?), Mitchel filter with bloom. I just tried the Catmull filter but that seems to take much longer. I don't really know which one would be best for foliage. One added light at 0.4 opposite the sun, GI and such default.
The grass was one layer with a colour fractal, a separate displacement fractal (sizes 0.01/0.01/0.01), 3 more (children) colour fractals, and one more reed layer as a top child, with a constant displacement of 0.3, and pushed to the back with a distance shader (I didn't want the light reed colours near the camp).
The ground is made up of three masks; one for the creek, one with some black waterspots for the next kilometer or so (repeated X-wise), and one simple white mask (enlarged) for the part near the horizon, also repeated.
The water is very dark indeed, it's supposed to be murky; a mask for the mud, with a blackish colour and a reflective shader as a child, the whole layer at 0.9. You're right about the wave scale, Martin. I made them very small already, but see if I can make them even smaller.
I am supposed to make this one about 5000 px wide, so I hope my machine will oblige.
---Dune