Rich_Art wrote:If I set the phong angle more than 90 I get shading errors. See image,
The faces won't get separated indeed...But C4D tries to make the cube round.
The attachment Knipsel.JPG is no longer available
Oh, you should also add a Indigo subdivision tag to this object as well, because the material uses displacement. Forgot to mention that
If you don't care about the displacement, turn off the displacement channel in the material and set the phong angle back to < 90°.
Rich_Art wrote:If it is not to much work for you.. Otherwise I'll try to make my own material within C4D.. We have a whole range of cool shaders etc to work with...
Peace,
Rich_Art.

Sure thing
4 steps:
1) Extract the pigm. It is just a zip file. 7z should detect that and show the context menu (if you are not using 7z, just change the extension to "zip").
2) Then import the igm (skip this if you alredy imported the pigs).
3) Go to the shader that is assigned to "base-terracota" material's "Colour" channel add the texture that was in the pigm to "Texture 1".
4) In the same shader, look for the line that says
( sample2DTextureVec3( 0 , tint( tile ) ) * 3.0 ) + vec3(0.02)
and replace it with
( sample2DTextureVec3( $tex01$ , tint( tile ) ) * 3.0 ) + vec3(0.02)
And that's it: