In Houdini, there are 3D noise pattern available. When you apply the shader to your mesh, the noise pattern you see on the surface is merely where the mesh intersects that 3D pattern. You can then stretch out the noise pattern in x, y, or z independently.
Is there anything like this in Cycles?
I’d like to make a shader for a crocodile tooth, but 100% procedural. Something like this (notice the faint vertical lines on the tooth):