Before I incorporated DSLR photography in my texturing process, I worked a lot with Quixel megascans in a workflow with Zbrush. One technique I found handy was to import a displacement map from a chosen rock texture into Zbrush, and then use it as a brush on subdivided surfaces. Often I would make rocks and then subtract them out of other rocks and coming up with many interesting effects this way.
More importantly, I began to adapt my surfacing workflow towards the Quixel Shader set, and gradually developing my own textures through Substance Painter and Designer and into the shader network Quixel uses.
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My final project uses only texture information gathered on site, but there is still some rock texturing from Quixel used as detail mapping.
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I go back and forth on whether it is more convincing to use tiling textures with substance painter masks and rock detail maps versus the pure texturing from photogrammetry I would up with. In a future iteration, I would push further in using these techniques to replicate the stratification I captured in my eventual RealityCapture solution.