Let me put it more clearly and what has been missing here. There should be a clear distinction between more rigid terrains like mountain chains, certain desert type environments and the appearance of thick forests. Climate and tall rigid terrains to more smooth less colorful terrains like alpine, polar, desert and grass lands. Usually turbulent fractals are seen as mountains, all types of canyons and long river systems. More patchy fractals can be seen as what goes on with everything else. However, the turbulent parts representing powerful fluvial forces and plate tectonics usually tend to separate different types of climates as well as other factors which is too complex to explain here and why i do not even attempt making planets due to the complex nature which i could spend several years trying to figure out. I think to get more control over planets there needs to be a macro system set in place which each macro has a distinct terrain type depending of the planet one wants to create and distinct climate types all within a painted shader, that way there is a realistic level of control of where exactly a user wants his/her terrains and biomes to be therefore having a level of believability weather it is a arid world, a tropical world or a iced over world. Obviously fluvial forces and plate tectonics can be faked with fractals, both old and badly needed new types.