This uses static psrdnoise for the burly orange pattern on the "shell", and animated psrdnoise for the "inside poking through the holes". Both patterns use two components of noise for some pattern variety.
As a side note, the object is a Voronoi tessellated Fibonacci sphere, a nudge to our normal selection algorithm for "psrdnoise". The "sphere" is a very plain low resolution mesh, and the facets and chamfers are an illusion generated by the fragment shader, totally unrelated to the polygons of the mesh. We use the inverse mapping algorithm published by Keinert et al in "Spherical Fibonacci Mapping", ACM Transactions on Graphics vol. 34(2015)6:193, but ported to GLSL and extended to return the four closest neighbors of the grid rather than just the closest one. This enabled us to use barycentric interpolation to compute normals along the chamfered edges.