That looks quite nice Ulco

I suppose that for detaling the strata you use one of the methods from the "rectangular noise" thread?
It looks like I can recognise some of the squarish shapes there.
I think it's a nice extra touch to the strata, but the effect is a bit too strong to my taste?
If you're interested I can show you some of my own results for getting rectangular'ish noise.
It's also based on conditional scalars, but I use more "octaves" for base noise, then a simple single fractal warp at proper scale, then stretch twice separately (for X and Z) and recombine using merge difference. Something like that from the top of my head.
What you then have is a basic "simple" noise with not too much detail and complexity and it's in colour so you can use a displacement shader to use this noise for displacement (obvious to you, but I describe this for others)
With this basic noise you can add additional transform input nodes to resize the noise to create additional "octaves".
I did this up to 5-6 layers.
Key things are:
1) The diffrent scales for voronoi in the base noise functions, they should be different, but not too much.
2) Do not displace too much
3) Determine ideal displacement for main noise function, then if you resize noise with transform input then rescale the displacement accordingly.
I may add my precise methods and source files later this year, as they are now part of a freelance job I'm working on.
Cheers,
Martin