No doubt we will all be blown away by Dr. Rob Miller's work on The Glen. His bunker work looks incredible!
Seeing his posts made me curious as to what can be done in the Layers Library rather than building meshes in an outside program. Perhaps someone else has delved into this and I have overlooked it.
Here are some poor man's attempts to create non-uniform bunker lips using only textures and blends in the LL.
The simple start: A few small areas of sand thrown out towards the green from splash shots. I tried to clean up the back of the bunker and focus the uneven parts on the greenside face as much as possible. The placement of the sandy bits on the outer texture fall randomly depending on the tiling. Even though you can't control the UV mapping of the layers, by moving the control points on the spline you can either accent the blend to the uneven parts of the outer layer texture (green facing side) or hide them (back of bunker). One big drawback of this method is the shape of bunkers can be influenced by where the best potential blends happen to fall.
One texture around this bunker.
Using a Pot layer and a Fringe layer for more of an unkempt/blowout look: Two different textures used here.
These were just my initial experiments using the default layers library and changing a few textures in GIMP. More experimenting needs to be done for sure. I think my inner texture here needs higher resolution and it's too busy so it's hard to hide the transitions. There's a lot of fiddling with the control points needed to get the blends to look how you want/where you want them, and ultimately you are at the mercy of the texture tiling.
The terrain shaping here is just an afterthought as well. Some good terrain shaping along with custom texturing/color matching/normals and finding the perfect tiling numbers could really create some interesting bunker styles. The tough part is getting the right combination of things to hide the ring around the bunkers and make it flow into the surrounding areas seamlessly.