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?

Reply via email to