Does anyone know how I might be able to generate the following kind of noise?
EDIT: It would also be nice if it were isotropic, but that's not entirely necessary.
I've found a way, and it might not be very fast, but it does the job (this is c-like pseudocode designed to make porting to other languages easy).
vec3 sphereNoise(vec3 input, float radius)
{
vec3 result;
result.x = simplex(input.x, input.y); //could use perlin instead of simplex
result.y = simplex(input.y, input.z); //but I prefer simplex for its speed
result.z = simplex(input.z, input.x); //and its lack of directional artifacts
//uncomment the following line to make it a spherical-shell noise
//result.normalize();
result *= radius;
return result;
}