I used 3 clouds textures used in a single displacement texture. In the nodes I used one to affect the size of another clouds texture to warp it and used a mix node to bring in another clouds texture with a different noise algorithm. Afterwards it went through a curve node.
The advantage of having several procedural textures combined in a single node tree and thus having just the result displace the surface of the plane is that you can have much more uniqueness and variability in displaced terrain textures. Like you can have micro and macro patterns evident and the terrain is more varied, as in the mountains are more varied in height and can even have some decent low flat areas as well.
Around 6.2 million polys displaced here for good displacement, I will lobby for Frr’s texture nodes to be committed to Blender trunk as once the bumpmapping works then the advantages will be quite apparent in the greater power you’ll have with making materials.
I have to admit I liked how it turned out, not for the realism, but for the artistic look that resulted.