Vertex Displacement stretched when used in a particle emitter, how can I fix it?

Hi, I’ve just created a little smoke cloud that’s displaced using a tiling noise and it works great in the scene.

Unfortunately as soon as I try to use it as a mesh in a particle emitter the mesh is horribly stretched, and I’m not sure how to fix it.

Here’s the mesh as an object in the scene:
alt text

And then here’s how it looks when I use it as a mesh in a particle system:
alt text

Here is the shadergraph:

Thanks for your help.

Get your noise position, add it your world position and set it has your object’s vertex positions =)