The landscape was done pretty simple - just some patch hills equipped with gradient snow, that's been adjusted in bump scale 'n so on. There were used three different material adjustments - one very fine snow for the foremost layer, then a snow material with less details for the middleground, and a third material for the background layer - where the bump simulates smaller hills of snow on the patches. Of course you only get nice results if you render out multiple passes for each light (there was a "sun" and a "moon" light, as well as a POISSANT DOME (Y E E E A A A H H H) - 25 lights zbuffered.
The city at the end was more tricky - it was our first successful try with displacement maps - and it worked out very well. the greatest problem here was to get windows mapped on the displaced patches from a 90 degree angle. this was done by setting up a light that shines through a cookie cut mapped patch (mapped with the windows that led the light pass through). this light, of course casted shadows. The displaced city did NOT cast shadows, so the "window-light" could reach all displaced patches of the city.
We even could have done the city with simple image planes, but in fact it is 3D, just for the challenge. I put the city layer on our server, so you can see, that we even put small "cars" into it. this is an animated colour map, done in after effects. Unfortunately, you can't even see these in the final spot...
http://www.soulcage-department.de/Saturn-City.mov (6 MB)
And here's a downloadable version of the spot:
http://www.soulcage-department.de/Saturn-Weih-Soul-Sml.mov (10 MB)
Greetings, elm.