Here's my first two tests and it appears with some tweakery you can get cracked rock without that scalloped alpine look and you can simply use this as a basic voronoi to play with and no blue function nodes. I didn't use any. Render times are longer but if you initially tweak the detail out and then bring that back up at render times it's usable.
The first one involves giving the fractal a negative displacement value and warping it. The rest I leave to you. The second one is positive displacement, also warped slightly and sent through a transform shader to stretch one dimension. Playing with the deposition values are important to try to avoid that scalloped look.
The alpine fractal is unique but not so cool by itself as a terrain. However when tweaked and combined with perlin you get some great results:
This is a more interesting terrain than just perlin alone. There are a lot of flowing lines and cells from the alpine fractal but I like that. Surfaces over the top would improve it. Blending terrains in TG2 causes step like problems. What causes this? It happens every time I blend terrains so much so that I rarely do it. This is no good because the only way to get truly interesting terrains is to blend them. However, this feels like something bigger in scale. It also has an altitude clamp for the cliffs but when merged with an inverted alpine fractal, the cliffs are broken up in a very nice way. Some of the most interesting terrains are ones where there are lots of steps of some sort but blended so the steps get distorted and look natural. Perfectly horizontal stratas and big perfectly stepped ledges don't usually look too good to me.