Just a side note - this texture looks like something that the randomized tiling in the V6 UVW Randomizer could help with. It’s basically a simple procedural noise map on steroids.
Here is a quick and dirty 3ds Max example, but it should be similar in C4D.
using whatever works best to my taste, I devise recipe as I cook
and in this case (top to bottom):
%
078 overlay
100 screen
100 soft light
100 normal
so that this simple cube-mapped mixture gives the appearance of clear volumetric depth, otherwise the blend was too soft, leaving a muddy & unclear aftertaste
no triplanar or randomization added
still need to test those noodles,
tnx for the heads up maru
Not a weird thing, to get different response from pixel VS procedural noise. It’s rather quite an achievement to get both behave & respond equally in complex system.