Yes, itīs different, but itīs the same as well.
Both are generating procedural data.
See: For me itīs incredible hard to get a consistent style, because Iīm more a coder than an artist.
For textures itīs the same. Iīm fiddling around with gimp,
stgpro, normalmap generators, atiīs compressionator...
I make nearly all my models in MED (!) because I donīt 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 wonīt demand it, because itīs my fault. I donīt 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, Iīll generate them via Lite-C and / or shaders.
If I need some impressive models (for you: read: non-trivial code) then Iīll have to pay for it.
Or I have to take the time for fiddling.
But then it wonīt look impressive.

If you donīt want to learn coding, youīll 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.