It looks much more better now but still there is that circular pattern thing. I tried UV unwrapping with all available options, applying scale, rotation, location, recalculated normals, rechecked the object’s origin, out of ideas…
For these types of setups I tend to go with procedural brushing. For UV’s it’s a seam in the other direction - in the “seam direction” of where a repeating pattern would repeat. Reset one quad, make the others follow that quad, then fit it into the full UV space. I use the H color component output of the voronoi color output (which is centered around 0.5), subtract 0.5 to get it centered around 0, then multiply with how much “spread” I want around that angle, typically small. Use radial tangents when you can - here I’m using UV based tangents which can have shading issues but sometimes you just have to.
At the beginning I’m doing a mapping trick - 2D UV → 3D Cylindrical - to allow seamless generators since we don’t have those builtin. This was quick and dirty, hope I didn’t mess up anything.