Hi r11911177,
I first went with the term “Lead”, which is typically dull and dark for me.
Several things need to be known to not use the editor view as anything else than a preview quality.
In the Editor view, use the Option to see Noises in HQ. Can you see the change?
Noise shaders produce a little 2D preview “image”, which is created for responsiveness and not to create a real-time full quality preview.
When the rendering starts, the actual noise space is evaluated and applied. This material has many stacked Noise Shaders.
Size matters, as you can apply this material to a standard sphere with no further change and get a closer idea about it. So the noise scale and space are critical.
Take a look here:
https://www.amazon.com/clouddrive/share/iuC30UcA1vVMeWQp7lHeAtqSTbngahsn1nwKp971Ez0
Two scenes but one time, I scaled your object up, and then after the material was applied, scaled on a parent level down. Also, since there are many noises, I only roughly scaled all down, as the target here was to showcase scale.
The light source is essential; switch the light on and off in each scene. The Optional “working light” is off when Global Illumination is on in R25. This light contributes to the specular effect.
The Environment images used in the preview is typically different from the image used on the Sky object (Which can be overwritten in the
Attribute Manager> View Settings> Effects> Refections> environment Overwrites.
An image with little contrast, like an over-casted or just blue sky, will not deliver excellent support for a crumpled” surface.
All the best