Thank you, SeanCusson, for the file.
It sows clearly the set-up, which I have had described above. Everything is set up with Procedural Shaders, which means, the Tile doesn’t matter, or to be more precise, it makes the preview worse.
Think of the Noise Shader (vs the Simple Noise) as a Cloud, only dependent on the settings in the Shader interface. Take any objects surface and where this surface shares the same space, there the “color/value” of that cloud is calculated for the very specific area. IF you use a Tile of 0.0001 or a value of 1,000, doesn’t matter.
If you like to have a fairly good preview, leave the Tile to “one”. Textures (images) work differently, and if both are wanted, the UV Space is the way to go, or use the Projection Shader for such, to keep the noise preview close.
All the best