1. Cells →
  2. Edge Detect →
  3. Flood Fill →
  4. Flood Fill to Gradient (x2; use the Angle Variation and Multiply by Bounding Box)
  5. Second Flood Fill to Gradient is ran through angle variation and multiply by a noise mask (Perlin Noise)
  6. Repeat
  7. Blend and set the blend to Min (Darken); This will break up the cells into planes. →
  8. Blend again to further create the rock angles.

Use a Slope Blur Grayscale to add additional detail information. This can be down by blending noise textures such as Clouds 1, 2 and 3 together. Clouds 1-3 have increasing detail (1 is lowest, 3 is highest or smallest details).

Blend a grunge map over again before starting to add color.