I created this material from a normal map I had made with IvyGen in 3dsmax, growing the vines over geometry and displacing them with a cellular noise. I used Substance Alchemist to generate albedo and roughness maps, also using water level to add pools of stagnant blood among the entrails. The animated character model is by https://sketchfab.com/xavioromi used under Creative Commons Attribution 4.0 International (CC BY 4.0) to test out the material on more complex geometry. I had way too much fun with this...
Material - Bloody guts (panning over sphere geom)
Material - Bloody guts (panning over sphere geom breakdown)
Context render on animated character, see side text for credit
Context render (breakdown)
Material - Bloody guts context render tests