Tweaking the X & Z sliders might be able to get close to what you want. Note that I changed the scale etc. because my default is mm. Both clusters are the same.
You can use noise, whatever tool you want, Noise4d, Heteroptera, Tundra, Nautilus, the trick here is to calculate it on a NU scaled along Z mesh or surface
The first one is just a noise applied to a mesh, indeed could be applied the same to the points of a surface.
here is the script, very very simple. It could be better you work directly with mesh as it will be closed along the seam and you can use Catmull&Clark subdivision if you want smoother result.
The problem is due to the fact that while points along the seams have the same position they have not the same normal so as the bump uses normalbto move points a shift is created.
Mesh was not good also because of order of operation, moving circle then dividing doesn’t give the same ordering as dividing then moving the divided points. In Mesh From points order as an effect.
For this kind of job or you use Triremesh or QuadRemesh then you can augment the precision of the result by subdividing the mesh before or after the noise, depending on what you want. You have Catmull&Clark for subdivision (like SubD) or Loop for triangle Mesh. standing_light_V5 LD2.gh (39.7 KB)