dried mud, bit of heightfield erosion & cops COP segment ID is lacking some way of dilating/floodfill the ids, or allow ids to be processed in other COP nodes.
I played a lot of soccer growing up so this came to mind pretty quickly for mud ! I got the soccer ball , fence and HDRI from GSG. The mud textures is a mix of COPS and GSG maps. The rest of the textures is all GSG. For the DOPS element I did a little vellum liquid simulation for mud on the soccer ball itself. Very happy with todays result and this was a much better day than yesterday.