No stretched fractals. It's based on some blue nodes: get position in texture, X to scalar, divide by some value to size the thing, then a sinus for displacement, basically. Then some clumps added to that. The hole thing masked by the field SSS, and a painted area where I didn't want too much furrows, which only masked the sinus bit, not the clumps. I can warp the whole thing of course to make it less perfect, or add some PF mask, and pay more attention to where the furrows exactly end (near the plough), but it was merely a test of concept (again). Yeah, dust, I should do that.