I was working on a material that resembles flaking paint. My problem is that I want to add depth to the purple material. Is there any way to this?
To add the depth you want, you basically need to add a displacement or bump map based on the purple material. This can be done procedurally, using the purple material as the source, running it through a color ramp or similar node to isolate the positive and negative space as black and white (i.e. the purple areas would be white, the rest black), and then running it through a bump node that's plugged into the displacement (bottom-most) channel of the material output node. You can adjust the values in the color ramp and the bump node to get the right look. That's more or less how I got the scratches on my robo-orb when I was playing around with procedural shading in cycles here: https://cgcookie.com/u/hdpeterson/projects/learning-shading-in-cycles
Cool! I like that shader!