[static Mesh on left. Mesh render in Shuriken on right]
I used a revolved plane and project Voronoi noise + panning perlin noise to create distortion
I am applying both noises with Position{object} rather than a UV node so that its seamless
just like detailed by this thread
Position>Object → UV on noise nodes in shadergraph works great on static mesh
I really wanted to utilize the technique with particles
I can understand that the position expects a plane of existence otherwise it smears… but the panning speed I have and the simple noise (used to distort) is going bonkers on the particle and the scale seems a lot larger but in odd contrast the pan speed seems blown up exponentially.
how or what is happening? how could I normalize or correct this problem (without flattening the noise into a texture)
or perhaps re-project noise using a different way
Could it be related to the fact that shuriken particle data is always transformed into world space before it gets to the shader? (position, normal, tangent)