Shader ball used in the reference image above can be found here http://www.blendswap.com/blends/view/73898
Just a few tips-
As a general rule of thumb the depth scale should be one half the detail scale.
Scaling might not be spot on. I made it for a 10x10cm shaderball, not for wall that is to scale, so you may need to tweek those numbers a bit.
A good thing to remember is avoid making the saturation higher than 0.98 in the HSV settings. Its just not realistic, however its up to you. 0.98 will still be VERY vibrant, however it will not be overbaring. If you want it to appear brighter you should really do that in post pro and raise the levels for the whole scene.
Hope you like it =D