What I want is random generation of water on the floor I just want these every once in a while. I have 15 of 2 textures for the water. The albedo and the roughness. so for the second noise I need something between 0 - 14;

This is my code

FastNoiseLite noise2 = new FastNoiseLite();
FastNoiseLite noise3 = new FastNoiseLite();

public override void _Ready(){
	for (int i=0;i<15;i++){
		flooralb[i] = Godot.Image.LoadFromFile(string.Format("res://Textures/Floors/watfloor{0}.png", i));
		floorshine[i] = Godot.Image.LoadFromFile(string.Format("res://Textures/Floors/watrefl{0}.png", i));
	}
	floorNorm = Godot.Image.LoadFromFile("res://Textures/mynormal1_tile.png");
		
	noise2.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
	noise2.Seed = 45;
	noise3.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
	noise3.Seed = 67;
	noise2.FractalType = FastNoiseLite.FractalTypeEnum.Fbm;
	noise3.FractalType = FastNoiseLite.FractalTypeEnum.Fbm;
}

private void makefloor(){
	Node3D floorInst = (Node3D)floorScene.Instantiate();
	floorInst.Position = new Vector3(x * 2, -1, z * 2);
	floorInst.Name = string.Format("Wall {0}", getAvail());
	double val = 0;
		
	if (noise2.GetNoise2D(x, z) > .1){
		GD.Print("Placed");
		val = noise3.GetNoise2D(x, z);
		if (val >= 0){
			val -= .0000001;
			val = Math.Floor(val * 15);
			if (val < 0) val = 0;
			int ival = (int)val;
			StandardMaterial3D flrmat = new StandardMaterial3D();
			Texture2D flrrough = (Texture2D)ImageTexture.CreateFromImage(floorshine[ival]);
			Texture2D flralbe = (Texture2D)ImageTexture.CreateFromImage(flooralb[ival]);
			Texture2D flrnorm = (Texture2D)ImageTexture.CreateFromImage(floorNorm);
			flrmat.AlbedoTexture = flralbe;
			flrmat.RoughnessTexture = flrrough;
			flrmat.NormalTexture = flrnorm;
			MeshInstance3D flrchild = (MeshInstance3D)floorInst.GetChild(1);
			flrchild.MaterialOverride = flrmat;
			}
		}
		Wallnum++;
		AddChild(floorInst);

}