i was experimenting with this tutorial on normal mapping (http://planetpixelemporium.com/tutorialpages/normal.html) by James Hastings-Trew
and i tried to make "normalized" bumping inside Cinema4d, i.e. trying to make procedural noises more vivid within c4d without exporting the outputs or baking bitmaps, etc.
so while working with bump, i tried to load the fusion sequense of fall-offs into the displacement channel, and i was surprised with the results.
the "normalized" shader ( i call it this way cause i don't really know how to use normal maps and of course it's not a rendered image loaded again in the normal channel), worked like filleting/beveling the edges.
the radius is controlled by the density of the edges, so if you inner extrude the edges, the offset is related to the radius.
if you enable "round geometry" option in the displacement channel setting then the mesh is rendered like an HN mesh.
here are some screenshots of a cube with continious inner & out extrude, and a lucas procedural noise along with the ab normal mapping.
displacement & diffusion
displacement & diffusion & bump
displacement & diffusion & bump & transparency
i don't know if they are of any use, but it was fun to make them anyway :)