See https://en.wikipedia.org/wiki/Craquelure for an example of the real thing: this is a node group (with a sample material) to show you how it might be done with procedural textures.
You can adjust the size and density of crackles and the group outputs both a color (which will normally need further processing) and a normal which is controlled by the bottom two sliders.
YMMV of course, but if you need a rapid and dense "craquelure" effect this should fit the bill quite nicely. An image is obviously preferable but we don't always have the luxury of sufficient RAM on the GPU (waves hand sheepishly) or we need what we have for more important things.
At very small scale factors, this can give the appearance of something (perhaps some fine china!) that's been broken and badly repaired. See Bad Repair.png
Did this for one of my own projects and dedicated it back to this community for helping me so often in my (frequent) times of need.
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