While usinging shader nodes, I am trying to make a noise texture on a plane, start from the middle and project radially so when I shrink the necessary xyz, I can turn the noise into lines.
You can add a scalar multiple of cosine of the angle that the vector makes with the x axis to the x component, and similarly with the y component but with the sine of the angle, this will produce:
Higher scalar values means more line-like distortion. A radial distortion can be done as follows:
This might be really helpfull How to Twist a Procedural Material?
I think the basic idea of the question is: "When I scale a noise texture around x", I get "lines" along the yz-plane, can I transform the coordinate system in a way to get radial lines"
The "cheap" way of doing this is something like where a linear cut through the noise texture gets rotated around the center. For a more control, I think the coordinates need to be transformed into spherical ones and the angle needs to be scaled.