The context to this is a toon wood shader
Well then why don't you avoid the XY problem kind of situation and ask about wood?..
Wood texture comes from the way a tree grows. The trunk grows outwards and environment conditions change in a similar way through the year and that's why the trunk is made out of layers of rings:
We can see this one is around 7 years old. The seasons are similar so what happens in every ring is similar and there aren't that many extremely distinct types of texture, probably not over 7 especially not in a simplified toon style anyway... ...maybe in a photorealistic texture you can go crazy and make some years very distinct, maybe especially cold winter or a draught...
You can take some extremely useful insight from this regarding how you could make wood textures procedurally. You can make a volume with a cylinder with rings inside procedurally so the surface of your object could be inside it and the texture would be sort of where the piece is cut out of that cylinder:
Then you can deform the volume in various ways to give it variation and randomness manipulating the coordinates of the volume. It will also later have grain - tubes going along the rings that transport water and nutrients up from the ground. It's also possible to introduce distortions given by branches, but that gives me nightmares so let's not go there yet...
Let's start with randomness in the volume with some noise and let's make the center wider since the tree has to grow bigger amounts of wood volume every year as the trunk gets wider so probably the rings get narrower:
Grain can be made with Voronoi deformed in the same way the rest of the tree(well maybe you want to add something grain specific to that later):
And so like this you can add more and more stuff to it in terms of volume deformations and then various noises on top to make the wood realistic. The start of this process still has the waves where it goes from 0 to 1 so you can worry about remapping that to something more interesting.
Here is one (somewhat)photorealistic made this way, but cutting parts out and putting them together(with many UV planes and baking):
Hopefully it should be possible to go into the other direction then photorealism once you have the basic pattern.
This is not a complete answer, but hopefully it could give you a start/example or a way to look at the problem, that might lead to something.