This was fun. I used Tile Random which I find to be a really good tile processor node. It’s preferable to the others since there seems to be more control over placement; your tiles won’t overlap unless you force it to. That’s super useful when you need something that looks more natural.
The rock shape and distribution were pretty simple. The cracks took the longest and in hindsight they’re probably too complex for what is needed.
No albedo or roughness generation for this one. I just wanted to have fun and focus on the height. I’ll get to the other stuff another time.