There were a few replies. Gmail is clearly unhappy lately. Quick paste:
patrick nethercoat patr...@brandtanim.co.uk 22 May (2 days ago) to softimage 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... pete...@skynet.be via<http://support.google.com/mail/bin/answer.py?hl=en-GB&ctx=mail&answer=1311182> brandtanim.co.uk 22 May (2 days ago) to softimage if you want to swim through a spatial noise: vector state (set to 'intersection point') --> uv edit (uncheck the swap checkboxes) --> coordinate input on any of the texture generators, eg fractal. -----Original Message----- From: Christian Keller Sent: Tuesday, May 22, 2012 6:17 PM To: softimage@listproc.autodesk.com Subject: Re: Procedural textures on particles use the per cloud input in the particle density node and uncheck unique per particle in the text coord tab Am 22.05.2012 17:53, schrieb Andy Moorer: Rob Chapman tekano....@gmail.com via<http://support.google.com/mail/bin/answer.py?hl=en-GB&ctx=mail&answer=1311182> brandtanim.co.uk 14:43 (22 hours ago) to softimage So this thread is not on the google mailing list archive... https://groups.google.com/forum/#!forum/xsi_list but can see it in gmail, I wonder how many others have disappeared....!? On 24 May 2012 13:23, Andy Moorer <andymoo...@gmail.com> wrote: > (.... crickets...) > > My god, I killed all conversation... o_O > > On Tue, May 22, 2012 at 11:53 AM, 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? > > >