Textures for models, painted in code and handed over like any loaded image: a checkerboard floor (fillChecker), bricks made from noise and mapPixels, and rock from fillNoise in four octaves. A different seed is a different rock, with no file to ship.
The torus is the one for shaders. Its material keeps a blue gradient as its picture and carries painted noise as one of its maps, which its effect, built with the shader composer, reads with composerMapSample('noise', uv) to dissolve it: where the noise is below a rising threshold the surface is cut away, with a burning edge just ahead of the cut. fillNoise tiles without a seam, so the same picture can also be repeated across a surface.