Some work on the Asphalt shader. We now have embedded gravel in the tar and debris (hard to see at this scale). Today I spent work on the potholes. No longer just divots with cracks, we not have divots, and in divots that are strong, potholes. All procedural, of course.
It's hard to get the lighting on the asphalt to look right in TG, but with some post work, you can make it look like it's lit by a bright sun and contrasted in a image.
I imagine, and sure hope, the edges and such would only look nicer with a good quality settings and GI settings.