I didn't get the proportions of the ragged edge right, but I think this approach would work...
In photoshop i painted a black-to-white gradient, copied it to several layers and overlapped them. Then i cut a ragged edge off the top of each one with the selection tool. That made my basic displacement map.
I put that through the "highpass" filter to get a fake AO shadow look for the crevices. I used "Curve Adjustment" to clip out the excess white that creates on the high spots. That map is used as a regular color map.
I added "grain" noise to the displacement map to make the unragged surface look rougher.
Those were cyl mapped to the shaft.
HairShaft__2_.zip
A:M history note.... a long time ago, maybe v5, there was a randomize CPs feature. I made some asteroids out of spheres with it once. It randomized in all directions however, you couldn't limit it to one axis.