Randomize Texture in sections?

How do I create a randomize texture like this without UN unwrapping?

There is the big streaks going across and the mini streaks that are kind of having a fall off but at the same time cut off by the bigger streaks.

image

I want to create the same randomize pattern inside each white block.

Well your texture is not random at all.

You could use the output of your radial texture to assign a value for each “cell”.
Then you can use that value to drive things (like the rotation of another wave texture.)

You need the same amount of different values in the colour ramp as you have cells so there is one value for each cell.
Edit
(I think you also have to count the space at the bottom, I just moved the stops around and added stops until they where at the right position )

Changing the greycscale value of each stop will change the value (rotation in this case) for that cell.

At the end you can mix with the original cell boundaries.

You can complicate this if you want.

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that nice but I want all the random textures to follows the same trajectory in each cell. And be able to control it via the wave texture if that’s possible.

They are not random!

You are going to have to map the wave texture somehow.

This is the closest I have got, a similar setup but I made some seudo "procedural UV’s with the colour ramp and another gradient (spherical), you should be able to do something similar with your base.

Playing with the invert colour changes the “falloff”

The file.

cells.blend (107.9 KB)

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this doesn’t work with my model. I also happen to have the origin at the lower side too and 17 sections.

Well I did not expect it to out of the box, you would need many more stops in the colour ramp.

The thing is you have to map the wave texture somehow, what I did was create this mapping with the colour ramp and spherical gradient. The black gradient is what produces the “falloff”.

While doing the screenshot I realized there is a much more procedural way to do this.

You can use the first wave texture to produce the same effect as the colour ramp, you need to duplicate it and set it to saw and that gives you the same effect.

By driving the scale of the 2 with the same value with this version you can change the amount of sections on the fly and do not have to set up the colour ramp, it all happens automatically.

Shifting the center point is just a matter of changing the location in the first mapping node. although you then have to scale the shperical gradient so that the values do not clip and the falloff stops suddenly.

The resulting mapping is the same theory as the first version, but it is much easier to control the segments without the colour ramp.

I recommend you try to understand what is going on to be able to tweak it and adapt this to your object. Changing the black gradient will change how the falloff acts.

cells2.blend (109.3 KB)

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Thanks! This works a lot better. But how do I control the bending of the fine texture? Right now it looks a bit skewed. Like oval. How do I control the oval-ness of the fine texture? I want to make them slightly less oval (only the fine texture)
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If you change the iversion value to 1 and change the z rotation of the last wave node it will straighten out or bend differently.

Also changing the way the grayscale values map from the sherical gradient will change the bending direction.

But looking at your first example maybe this approach is not going to give you what you want because when the wave lines straighten they go from the centre point out following the spiral gradient not across the segments.

It is difficult to see what is going on in your example because it is only a close up, if the thick black lines are the main “cells” (the wave texture does not really have cells), then what is the pattern that makes the separations I have marked in red? From that close up I can not see the “whole picture” of how they translate to the whole object.

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I achieved the same result but the texture is skewed.

This is how I want it to be (the black thick lines going straight divides the circle into cells) :

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I will try…

If you have a sub-coordinate system inside each cell with a polar orientation, you could use the exponent function… it makes a similar curve.

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