Day 3 of my Shader Nodes learning path. This question is a follow-up to these:
I now managed to create a wavy pattern where the added noise approximates the wave pattern:
My next idea is now to repeat the pattern offset, so that the areas shown here in black are also filled with this pattern.
So I thought I would just invert the result of the wave pattern and put the noise there.
However, when I do this, the noise logically no longer matches the wave pattern, since the center of the wave is somewhere else, as you can see here:
So now I just moved the base vector with $\pi$ and, and this is the problem, because I just can't think of anything better, duplicated a large part of the node tree ...which I personally don't like at all.
The result I currently achieve with this technique, or what I would like to achieve, looks like this:
I wonder if there is not a simplification of this approach.
This is my current node tree and the corresponding blend file:
Of course, some nodes can still be left out here, since some are used in both parts of the node tree, but the question is whether redundancy can be avoided in principle and structurally and performance can be increased. And unfortunately no: Node groups would not be the goal.