No big secret to the radial Perlin effect I used here, Jmeyer, you might remember a longish thread here called 'rescale noise?'. I found a way to do that then, (which was originally to try to work out a way to rescale sin function waves based on Z-depth so they became wider as the distance increased).
This is much the same but creates the origin around a central point, instead of just a 'Z to scalar' conversion on the function.
I took a get position in texture, input that to a Perlin scalar, output from the get position to a new multiply(or divide) scalar and set a constant scalar to multiply/divide that position by. Plug that multiply/divide scalar into the Perlin's 'scale' input. I 'think' this creates a noise that exponentially tends to infinity, scale-less? Looks like it anyway as the Perlin is constantly dividing its same input positon for scale. The noise stretches badly as you get further away from the origin, though it works great at close range.
You can then check 'use world-space' in a transform shader to position/rotate/scale that function around any new origin point.