Need feedback on my first module

Hi, guys I’ve made my first module that is based on the Unity Random class, I’ve messed around math and different ways to generate stuff, and I would like to get some feedback on it, I’m not quite sure if its good but I spend a bit on it,

It allows generating range on things like material, color3 or Vector3

Here is an example:

--Require Module - https://www.roblox.com/library/6254550249/Random
local CustomRandom = require(6254550249)

    for  i = 0, 1000, 1  do
        local a = Instance.new("Part")
        a.Anchored = true
        a.Position = CustomRandom.insideUnitSphere() * 50
        a.Parent = workspace
        a.Shape = Enum.PartType.Ball
        local b = CustomRandom.Range(1, 5)
        a.Size = Vector3.new(b, b, b)
        a.Color = CustomRandom.RandomColor3()
        a.Material = CustomRandom.RandomMaterial()
    
end

Screenshot 2021-01-16 154128

As I said it’s my first module and I would like to know what I did wrong and what could be improved.

Code
-- local CustomRandom = {}

--Some Useful Variables 

local pi = math.pi
local StandartRandom = Random.new()

--Returns an int that is smaller than max but bigger than min
function CustomRandom.RangeInt(min, max)
    local result = StandartRandom:NextInteger(min, max)

    return result
end

--Returns a number that is smaller than max but bigger than min
function CustomRandom.Range(min, max)
    local result = StandartRandom:NextNumber(min, max)

    return result
end

--Returns 0 or 1
function  CustomRandom.valueInt()
    local result = StandartRandom:NextInteger(0, 1)

    return result
end

--Returns a number that is smaller than 1 but bigger than 0
function  CustomRandom.value()
    local result = StandartRandom:NextNumber(0, 1)

    return result
end

--Returns a point in a circle with a radius of 1
function CustomRandom.InsideUnitCircle()

    local a = CustomRandom.Range(0, 2 * pi)
 
    local x = math.sqrt(CustomRandom.value()) * math.cos(a);
    local y = math.sqrt(CustomRandom.value()) * math.sin(a);

    local result = Vector2.new(x, y)

    return result
end

--Returns a point in a sphere with a radius of 1
function CustomRandom.insideUnitSphere()
    
    local theta = CustomRandom.Range(-1, 1) * 2.0 * pi;
    local phi = math.acos(2.0 * CustomRandom.Range(-1, 1) - 1.0);
    local r = math.sqrt(CustomRandom.Range(-1, 1));

    local sinTheta = math.sin(theta);
    local cosTheta = math.cos(theta);
    local sinPhi = math.sin(phi);
    local cosPhi = math.cos(phi);

    local x = r * sinPhi * cosTheta;
    local y = r * sinPhi * sinTheta;
    local z = r * cosPhi;

    local result = Vector3.new(x, y, z)

    return result
end

--Returns a random Color3
function CustomRandom.RandomColor3()
    local result = Color3.new(CustomRandom.value(), CustomRandom.value(), CustomRandom.value())

    return result
end

--Returns a random EnumItem.Value
function CustomRandom.RandomMaterial()
    local Materials = {}

    for _,enum in pairs(Enum:GetEnums()) do
        if enum == Enum.Material  then
              for _,enumItem in pairs(enum:GetEnumItems()) do
               table.insert(Materials, enumItem.Value)
           end
        end 
    end
    local result = Materials[CustomRandom.RangeInt(1, #Materials)]

    return result
end

--Returns a random point in a cube with a size of 1
function CustomRandom.InsideUnitCube()
    
    local x = CustomRandom.Range(-1, 1);
    local y = CustomRandom.Range(-1, 1);
    local z = CustomRandom.Range(-1, 1);

    local result = Vector3.new(x, y, z)

    return result
end

--Returns a random point on a sphere with a radius of 1
function CustomRandom.OnUnitSphere()
    local a = CustomRandom.Range(-1, 1)
    local b = CustomRandom.Range(0, 2 * pi)

    local x = math.sqrt(1 - a ^ 2) * math.cos(b)
    local y =  math.sqrt(1 - a ^ 2) * math.sin(b)
    local z = a

    local result = Vector3.new(x, y, z)

    return result
end

return CustomRandom

--Made by Sir