I have exported a 513x513 terragen map and imported the map as 16bit tif in Blender as heightmap for the displacement node in a 15m per point scale,then placed roughly the same camera pos.
For the lighting is used the skytexture with multiscatter.
I tryed to rebuild the coverage and fractal noise.Then the altitude and fuzzy zones for min max alt.
Then the slope min max based on angle with fuzzy zones based of angles
additional a volumetric haze in a box,and a simple cloud layer on a plane
Here a 3 material layers sand,brownish and grass in Terragen v0.9
And the try out in Blender
One problem is that the image texture node with the heightmap needs a interpolation,in this case i selected the cubic.the problem is if someone want to give the heightmap a additional roughness to the map,this in then not possible because we have no image input socket where we could mix in procedual noise as example.And we dont have a seperate cubic interpolation node we could place after the linear Image.
Maybe with a full displacement setup this would be possible.
However goal was to rebuild the material layer system and this seems to work.Next step is to make the layer logic with node groups as simple as possible,Then it should be possible to use basicly the system as masking like the material in Terragen does.









