Information about texture generation techniques:
Planet:
The rock is formed from a fractalization of Voronoi textures. If the brightest points are clamped with a color ramp, a lot of circles resembling craters are formed. By adding different scales of these craters (with larger scales (smaller craters) having less effect), we can get a variety of craters. Each Voronoi texture is then offset by a color Perlin noise (the vector input is the object output of the texture coordinate node with an adding vector math node that adds the Perlin noise where RGB --> XYZ). This makes the craters have different shapes, instead of spheres.
Landscape (last one):
A noise texture is clamped to create flat grounds and hights. It is then passed through a sinusoidal transformation for more steepness and a smoother plateau transition. The texture is then displaced vertically along the z-axis, and a 3D vector displacement from a color noise texture is added to the resulting vector (using RGB for XYZ).