Although I am 100 percent sure that there are easier, better looking, and more elegant solutions to this out there, this happened to be my solution to randomizing a simple wood texture. I hated the fact that scaling up a “Seamless” texture resulted in an obviously repeating texture. Therefore, I created a node that scales the textures and randomizes them in a natural wood type way. It isn’t technically a TRUE randomizer as it is still technically repeating. However, the repetition isn’t nearly as noticeable this way. I am using this (http://www.textures.com/download/woodrough0125/105577) texture from textures.com. The Roughness, Normal, and Displacement maps are made in Awesomebump and the Reflection map is made in GIMP. The PBR node is from this (https://youtu.be/V3wghbZ-Vh4) amazing tutorial by Andrew Price AKA Blenderguru. The HDR background is this one from textures.com (http://www.textures.com/download/hdrpanoramas0034/128038). All of this is done in Cycles as I should hope would be self explanatory. With that out of the way, here is how its done.
On its own, this texture looks OK.
When scaled using the mapping and texture coordinate nodes, you can tell that it is very repetitive.
This is using the woodrandomizer Node I created. It is simply one node that plugs into the vectors of each texture. Although it may not be the result you are looking for, it works on a larger more complicated object. It worked great on a table and bench I made.
TO BE CONTINUED. NEED TO ATTACH MORE FILES.