I am trying to make something like this.
http://www.google.com/url?sa=i&rct=j&q=cracked+dirt&source=images&cd=&docid=IfRwMflLd0_ewM&tbnid=ucX7msxg3WtSVM:&ved=&url=http%3A%2F%2Fdepositphotos.com%2F3218396%2Fstock-photo-Dry-cracked-dirt.html&ei=VbL6Ubtn8qPgA97tgLgE&bvm=bv.50165853,d.dmg&psig=AFQjCNGrKtb-W9Z-WDMAB6dCk8aZb-jREQ&ust=1375470549524705
I am doing ok with shading and with the functions to create the pattern and the detail of the surface. My dilemma is getting the detail in between the large cracks (the bumpiness) and also how to keep it constrained in the cracks. I was just wondering if you all could give me a few ideas on how to do this? Thanks.
I presume you're using a warped and re-directed "Voronoi 3D diff scalar" to get your cracks, passed through a Colour Adjust and onto a Displacement shader with a negative value.. Use the same Colour Adjust output but passed through another Colour Adjust and inverted to create a mask for whatever "bumpyness" you need.
:)
Richard