Which shader are you using for the noise? Things like the fractal_scalar
act that way by default. The other fractal (for eg) doesn't have any way
AFAIK of controlling the texture coordinates for particles.
I'll have a look...



On 22 May 2012 16:53, Andy Moorer <andymoo...@gmail.com> wrote:

> Hey folks, I'm playing around with a simple particle system to which I've
> applied a material with a procedural texture (simple noise.)
>
> The result is a bunch of particles textured identically, the space sampled
> being local to each particle. In this case I would rather have each
> particle "swim" through the spatial noise, their global position used,
> rather than local. Is there a way to go about this?
>

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