As you can see, the results are fully seamless.
A little while back I came across this paper (https://hal.science/hal-02118508/file/ProceduralPhasorNoise.pdf) about a really interesting procedural noise algorithm called Phasor Noise that generates reaction-diffusion-like effects, and I knew I just had to have a go at implementing it for Substance Designer and Painter.
It's very powerful! It includes lots of parameters and mappable effects, such as the width of the wave profiles, the angle of the wave kernels and the wave frequency. It also works in both 2D and 3D and can be seamlessly applied to a mesh using a baked position map, and the kernels can be aligned to the surface normals using a baked world space normal map. This allows the noise to flow over the mesh's surface, creating some really interesting results. It includes up to 8 fractal octaves with 10 blend modes and lots of per-octave controls.
I've got more ideas for things I could make with this, so watch this space!
Available to buy from ArtStation Marketplace (https://www.artstation.com/a/35054416) and Gumroad (https://matt-taylor.gumroad.com/l/MT_PhasorNoise).