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.
My final project uses only texture information gathered on site, but there is still some rock texturing from Quixel used as detail mapping.
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.