Used nodes for all the bump based on Kitsu’s method of getting the normal channel of a procedural to work in the node editor. I think it turned out well. Though I wouldn’t mind a Pynode that randomizes the offset if you want more then one copy of the same texture or combine two procedurals and their normal before being plugged into a vector math node, but would like to make it look different even though you can sort of change it with the mapping and vector curve nodes.
Another use of the material.
Can make great backgrounds where all the modeling you need is a sphere.