At a high level, the mountains and terrain in the distance is rendered using the lower resolution LRO heigh scans that show the shape of mountains and large craters, but lack the close up detail. It is textured with a low res LRO surface photo.
On the next level, the valley is created with a higher detail LRO photograph texture plus the height data.
For the close up terrain detail level the LRO photographs are processed to transform the single light source shadows into a more detailed predicted height map. The highest resolution LRO photographic images are used as a base texture, and then more detailed computer graphics textures are used to show the finer details. The terrain height, shape, and texture are adjusted by the artist using surface photographs as a guide. Craters are manually adjusted using a crater tool.
Finally in a small number of places the detail terrain mesh and texture is recreated directly from surface photos using photogrammetry. In some cases, there are enough photos of a particular region to use photogrammetry to reconstruct the detailed surface of the moon for you to walk around and examine just like you were there.