// Directly use seed in the Perlin noise calculation to affect wood ring patterns float distanceX = x - 0.5f; // Center assumed at 0.5 offset float distanceY = y - 0.5f; float distanceToCenter = Mathf.Sqrt(distanceX * distanceX + distanceY * distanceY); float sineValue = Mathf.Sin(distanceToCenter * ringFrequency + ModifiedPerlinNoise(x, y, scale, seed)); return sineValue * 0.5f + 0.5f; // Normalizing to 0-1