Well, almost, Richard. Except these stones aren't the exploded fake stones.
I believe that exploded fake stones come from incorrect blending of displacements at blendshader cutoff points. The blend shader for the base stones layer here doesn't use 'blend as stone density'. I unchecked it before I even started building this, so they aren't the 'exploded' stones, as we've seen as problems here before.
I've purposely made every*** stone explode without letting TG explode 'some' of them for me by accident.
*** Here lies a problem... In the first preview image, the one at 0.25 density, you can see the base stone layer in some parts. Notice in the bare patches... You can see some stones that don't have enough height to accept the blades properly.
When the density is lowered further it becomes more apparent. I need a way to limit the clumps to the 'best' displaced stones according to the values I type. The fake stone shader gives a very unreliable scattering of stones, some high, some too low.
As I said, still tinkering...