Yes, Alex, Fields are powerful. Any time investment will pay off quickly.
The first step was to get a cube with many segments in one direction, and only one Segment along Z. have a look at the Cube [BackUp]. In this way, I was able to get six separate sides after making it editable. Two of those I deleted and merged the other four. I used the Optimize tool, to avoid double points and edges. With this, I was able to select all edges quickly and saved those in an Edge Selection.
With the Edges active, I used the Edge-Cut to create a lot of small segments, without losing my edge-selection. In the Selection Tag is an option to use Fields. The Freeze layer stores the selection. With the Shader layer, I was able to use the image information to limit the previous Selection. Those layers work like Photoshop-layer. Selected edges resulted in a ‘one’ and unselected a ‘zero’. By multiplying the image data over it, the gaps become visible.
The Selection Tag is then used in the Cloner Object>Object. Please compare these settings in the Object tab.
I have set the Clones to Multi Instances and Bounding Box, to speed up the redraw.
Material: is set world inside the Noise, while the Colorizer works on top of it.
Press play to see it animated. The noise moves in the space and the gap textures along the Z axis.
Some parts are only seen after rendering.
Scene file
https://www.amazon.com/clouddrive/share/FzwfD8xouMh1RSpdTb6ilB0iHFpbsWQVXxgSyFzAqsD
Let me know if I kept this explanation too short, I’m happy to elaborate more of course!
(Yes, I have tested a pure polygon set up, but with such, the texture [alpha] needs to be precise, to not cut into the surface.)
All the best