Update: I did a breakdown for this filter, check it out https://gum.co/poTPE
I have recently been working on a cracked/peeling paint node in Substance Designer. I have tried to create a very modular and flexible node that can be added into any graph to make the surface crack. Aside from the typical exposed parameters such as intensity, crack width and peeling ect, I also allow for a custom influence map to be plugged in. This map lets you to bias where the effect occurs, meaning you can peel around edges or at the bottom of walls. Here are some renders of the various kinds of results I have managed to get so far.