This isn't an answer, per se, however I have too much to write to fit in a comment box.
The first thing I can see is that the material uses displacement. Displacement requires that you both use Cycles render engine, and have a heavily (and I mean heavily ) subdivided mesh. I don't know about your number of subdivisions, but I can see from your image that you are viewing through the shading tab, which uses Material Preview mode by default, which uses a render engine more similar to eevee. Press Z in the 3D viewport and select "Rendered" from the pie menu (assuming you are using Cycles). You will also have to enable "Bump And Displace" (because you are using Bump too) in the material settings (shown below):
EDIT - here's what your file looks like with the settings/changes I mentioned. As you can see, it's closer, but you will still have some correction to do with the rest. To make the displacement more accurate, I added a Subdivision Surface Modifier to the mesh (to increase the number of subdivisions and give more detail - do not go higher than 3 levels if you use it or you will crash your file).