If you’re going for 3d Procedural textures like Voronoi, stick with object coords as mentioned.
If going for image textures, I typically do something like this - mix up differently mapped images based on normal separation (z axis in your case and most of my cases). I can never get the tube mapping to do what I want wrt tiling, so I inserted my own custom mapping coords node in frustration. I won’t share it because it has bugs. I inserted an invert node so you can more clearly see what’s going on. This one mixes between a cylindrical mapping (tube, but working, lol) and a normal parallel mapping (default), so there is obviously no way to get it seamless. The ramp can be changed to a math greater than node for a sharp transition, but I prefer the look of this. I actually would use a smoothstep to allow numerical control (for user interface, my custom node uses it), but the color ramp is probably good enough.
The other option for image based would be stencil 3d painted mapping, but that would also require dealing with UV mapping (although doesn’t have to be perfect).
Don’t forget that even if using Voronoi on object coords, you can bake it out to any non overlapping UV map you want (within reason :)).
Maybe someone can fill us both in on image tube mapping - how to control tiling.
This is the basic idea for mixing up: