You can construct a radial shader in the following way:
measure the angle to the current point: v = Atan2(z, x)
q = PI/18 (10 degrees)
s = modulus(v, q) create 18 slices of 10 degrees
p = v-s the low angle of each slice (N*q)
in this tgc p is used as hue input of a build hsv, and the x and z is prenoised:
X = x + noise(z)
Z = z + noise(x)
If you rotate the xz coordinate system p radians an select one of the slices e.g p = 0
and make a procedural construct contained in that slice, the construct is mirrored
in all the slices.