but with a noise texture inside the Blender Cycles materials.
Been searching for a while now, and only found this one that was dependent on camera angle, so it would change the noise position every time the camera moved.
Anybody have any words of wisdom on this? I keep getting some very pretty, but not very useful results
Make yourself a utility node that does polar conversion (Blender doesn’t have atan2, use radial texture instead), if using object texture coordinates it should resemble something like that depending on how you setup the scalars when you feed those new coordinates to a noise texture. Basic idea would be to increase x (angular circumference) more as a factor of y (radius). Polar conversion should be fairly straight forward, and you don’t even need it if you can live with UV unwrapping it to a proper shape instead. However…
…The biggest obstacle has to me been figuring out a way to make noise repetitive and seamless over modulo 1 (in one direction). I did come up with kind of a hack in this post, utilizing two noise nodes (so unfortunately slower than I would like).