I have a cube in my scene, that has, let's say, 32x32 quads on each side. Like this one.
I need to shift vertices on each side with noise function so that noise map would be seamless for all the cube. Because of the fact that later on I will transform each cube vertex to sphere coordinates (cube2sphere mapping) it would be great somehow to make a function that just uses vertex coordinates and shift if with noise. But in the result everything should appear seamlessly.
Maybe my description is not quite good, so ask me more if there's some question.