Procedural, pseudo-random distribution via voronoi.
Voronoi provides object coordinates from 0 to 1 for all 3 axis (r,g,b) within the "Position"-socket. Adding these to the original origin of the texture space (U=0, V=0) makes the origin shift for each voronoi cell a bit different - simply speaking.
The part from the vector rotate node to the right is just that old modulo-flower/polar thingy (radial gradient / vector length). You could as well replace it by any image texture you like, in order to distribute small versions of that randomly.
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Procedural, pseudo-random distribution via voronoi. Voronoi provides object coordinates from 0 to 1 for all 3 axis (r,g,b) within the "Position"-socket. Adding these to the original origin of the texture space (U=0, V=0) makes the origin shift for each voronoi cell a bit different - simply speaking. The part from the vector rotate node to the right is just that old modulo-flower/polar thingy (radial gradient / vector length). You could as well replace it by any image texture you like, in order to distribute small versions of that randomly.