Want to loop a Noise Texture? Here's a way to do that.
One of the great advantages of procedural textures is, that they do not repeat themselves. There is no ugly tiling.
But what if you want to make a procedural fire like theluthier and you are driving the flame with a Noise Texture and want to make a looping animation of it?
What you can do is this:
Technically it is not a loop in the sense that it goes around, but more like a wave, going up and down, but it will be repeating anyway, so who cares.
From left to right: Make an Input Value Node and type #frame in the field. This makes a driver so that it will output your frame number. We divide this by the number of frames in your loop, resulting in a number between 0 and 1. Multiply this by 2 Pi (because Sine and its brothers take Radians as an input). We could also use a Converter > Map Range for this. (And in 2.82 we could use a To Radians conversion in the Math Node...)
I then combine a Sine and a Cosine. Here I multiplied them, you could also add them. This is just because Sine and Cosine have an almost flat part, resulting in a few consecutive frames, that might be the same...
Then multiplying it by a 'speed' factor. It is basically how far two textures in neighbouring frames are apart.
Works on any noise texture that has a fourth dimension (here used as time).
Maybe this is helpful to someone.