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? >