Very nice! Any thoughts on doing this: http://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
Personally I think the best kind of stuff to implement as dedicated nodes is anything that would otherwise use up too much svm stack space if created with the current selection of nodes: Anything that requires loops/iterations, etc.
There are a few crazy procedural patterns on the first page of my sketchbook that were a bit nuts to do with nodes. Hexagons can be done much simpler than using the n-gon node group like I did, but I wanted the extra outputs/texture spaces/ids/distances/etc. If you want to look at them I’ll post the node versions I did. I have a custom build that displays svm stack usage in the node editor for the current shader that I could run some node implementations through to see which ones are most stack expensive. I need to go find the diff I used for it =/.
A dedicated fast noise texture would be awesome, similar to the countless GLSL ones or the random source used inside of the advanced noise nodes we already have such as voronoi. 3D coords go in: unfiltered, pure noise comes out.
Not sure if possible, but for existing noise types a seamless toggle would be awesome, so that internal sampling of texture coordinates wraps around, so as to allow the creation of procedural seamless materials.