Directional Offset of an noise wave texture When creating wood floors or other materials based on blender textures like noise wave ect., the Pattern that is created is clearly based on the same Seed and Point of Origin. 

Example: A wooden floor where every plank has an original crack wooden pattern instead of what is currently standard a pattern were cracks are going visible from one plank into another.

What i would like to achieve is that i can break those up with an given amount.

So that you would get for a face with a diffrent pattern for every brick/plan/tile instead of what is now just one pattern for the whole face and then the bricks/tiles/planks painted above that. 

And i dont want to create an object for every plank / brick. I know how that is achieved but that is also a pain because the array modifier doesent influence the seed so that wont work and copying by hand is just awful.

The desired effect is seen here at 3:30 

Substance YT Video about Wood material and Warp
I found a way to wrap a noise texture using a brick texture. Actually, with at least three:



To create diferent brick textures I use very different location value on each node.

[Edit: you can use only one brick texture with black and white values, the 'difference' blend mode works well with the texture coordinate for example]

Next step is mix the texture coordinate with the result, you can play with the blend mode and the factor to get the result you want. then use this as normal input for the noise texture:



Then play around to get the desire result: