We have a plugin that does that via LevelSets and procedural maps, but the plans for its future are still unclear. Shout louder and something might happen…
I have tested a FR-MTD displacement modifier to a Frosted Fume, I imagine you could at least get close to the desired look, although it would be pretty poly heavy though. I have not tested rendertime fR MTD or Vray displacement yet, that may be something to test.
Granted this is nowhere near the surface detail you are looking for but it may be something to look into:
This Level Set Procedural Map ISO surface generator…[size=200] I WANT IT! [/size] it sounds incredibly fun and interesting, you wouldn’t happen to know where any “example” images may be do you?
The attached Max 2010 file has the source scene.
I used a box with a noise modifier for the base mesh.
Converted to PRT Volume, used a KCM to set the Radius channel via a Cellular Map.
The fine detail is actually Bump mapping using another Cellular Map and negative value.
A second set of PRT Volume / Frost was used for the white chunks, distributing a Geosphere custom geometry object with both Radius by the same map and Random Scale. Frost_Cookie_v001.zip (43.3 KB)