Some very much not working texture randomization attempts

- problems with Mari's Texture Loads as usual being tilable
- not seamless -- each cell clips
v0.05 Texture Bomber - works with limitations

+ works
- UV Based
- The minimum amount of cells is way to much
- color variation is temp
- needs multiple textures
- voronoi calls for udnVor() are terribly slow - maybe there is
something better around for sparse noises ?
- slow as fuck
- not happy with rotation between elements
- obviously still wrap issue, need foundry help for that
v0.06 - significantly improved frequency management

+ works
+ frequencys go from nothing to full
- slow as, probably not much I can do
- especially voronois are killing it
- needs more than one texture
- needs proper min/max hsv, alpha & blendmodes
- 3d vs 2d. At the moment only 2d
- There seems to be slight cross artifacting due to the
flooring/fract'ing of the uvs. Similar to HeightAsNormal Problem
GNU License Stragglers
GPL License Stragglers
TextureSlots with Importance Sampling

+ 4 slots, with importance sampling
- needs HSVa shifting
- still uv based
- density offset per layer would be cool
- check performance of IFs at the end vs just running it simultaenously
Scale Cleanup & added SceneScale
TexScatter: Renaming of Node & Function, HSV Randomization added

+ renamed XMl
+ renamed Function to a less test-y name
+ added Min/Max HSV Shift
+ added HSV Seeding --- not really useful
- STILL 2d ...
First pass on Blendmodes for each cell
Additional Blendmodes, HSV Colorseeding
TexScatter: Added per texture invert and alpha modes
TesScatter: Switched partially to FBM, first attempt radial fade

- Switched some stuff to FBM as source instead of voronoi
- first attempt at doing a radial fade. Works but needs some thinking
about how to expose to user.
Code cleanup & annotating session
Code Cleanup Part 2 --- whitespaces ...
TexScatter: Added Radial Fades, fixed Inverts, broke importance

++ Radial Fade for all textures
++ Fixed missing Tex Inverts on Tex B,C,D
-- texture importance is broken after switch to steppedFBM from udnVor.
Revisit or switch back (slow !)
-- Investigate Convert to Paintable crashes
-- clean up unused functions in header
-- clean up unsed variables
-- clean up code visually
-- per layer value attenuation
-- improve noi seeding
-- add varying cell size (might not be possible ...)
-- add 3d projection of cells
-- investigate faint grid lines in texture ??
TexScatter: Added Layer Attenuation
TexScatter: Seeding change and temp more expensive udnVor on HSV

- Seeding changed by adding a second noise
- remapping added to variance to get better rotation difference between
cells
- jitter is now different per layer
- put udnVor back in on HSV until I fixed steppedFBM
- Alpha is now combined differently.
TexScatter: Added HSV Mixer per Texture

Also some leftovers from the so far unsuccesful painted distribution
work
TexScatter: Tileable Texture Mode added
TexScatter: Working Scale Randomization

- some temp noises floating around