Thank you very much
But don't forget: As I said the procedural textures are based on the materials from Hannes (
https://planetside.co.uk/forums/index.php/topic,22695.msg229045.html#msg229045)
In Fact I did two things (eg the surface of the bomb and canon) with the surface: I chose two basic surfaces I wanted to use like silver and the burning wood. I merged them and animated the "Mix to A slider". Additionally I set some Power fractal shaders (don't remember which one at the moment) to 4D noise and animated the color- and luminosity shader of the orange shader.
The Terminators "bathwater"
got an additional 4D noise in another powerfractal.
A quite big challenge and many sucessless tries was the ideal sizing of the displacement feature scale and to find out the best animation speed of the merge shader and the 4D noise.
Some words about flickering:
I still have many problems with flickering in special situations:
Reflections and illumination by luminosity/luminosity images) in object part shaders (usually renamed surface default shaders).
I see some possibilities to reduce them so far:
Reflections flicker a bit less if you reduce the highlight intensity of the reflection shader.
Also it is helpful in reflection shaders and specular settings of default shaders to set the specular roughness higher.
But the costs are reduced "glamour and dynamics" of your render.
Big populations of e.g. grass flicker less if you do the same: Reduce the reflectivity and the reflectivity tint - best to 0.
Illuminations flicker more the higher the luminosity value is set and/or the more far away (smaller) they are - avoid both...
This is one reason why I prefer real light sources instead of masked illumination in objects. But it is not possible if you e.g. have hundreds of little illuminated windows in a space ship
For both (illumination and reflections): In tests I saw that flickering was reduced sometimes down to 0 when I increased image resolution and/or increased anti aliasing.
This would avoid that you loose dynamics of your render by e.g. reducing highlights but it increases render times up to unrealistic values
I hope I could help and I didn't tell to much rubbish - it's all just my experiences. Perhaps there are other better solutions.