Yes, it´s different, but it´s the same as well.
Both are generating procedural data.
See: For me it´s incredible hard to get a consistent style, because I´m more a coder than an artist.
For textures it´s the same. I´m fiddling around with gimp,
stgpro, normalmap generators, ati´s compressionator...
I make nearly all my models in MED (!) because I don´t want handle blender or even wings.
So, a procedural texture tool would be a real helper for me.
Imagine endless terrains with procedural textures that fit automatically to the environment. (Which could be created from procedural functions as well).
But I won´t demand it, because it´s my fault. I don´t want to learn how to texture and model, so I have to live with that.
I will fiddle around with MED and Gimp if I need procedural textures, I´ll generate them via Lite-C and / or shaders.
If I need some impressive models (for you: read: non-trivial code) then I´ll have to pay for it.
Or I have to take the time for fiddling.
But then it won´t look impressive.

If you don´t want to learn coding, you´ll have to live with that as well. Aim the goal, not the problem!
A key for good design is to turn problems into features.
To make a virtue out of necessity.
It can be rather inspiring.