Hi there, I’d like to make many objects with different noise textures based on NoiseProceduralTexture. Currently what I have is making the same texture for every object. I set the animationSpeedFactor to 0 because I don’t want to animate. I imagine a path would be to advance the texture a different number of frames for each instance, but I haven’t figured out how to do that besides just running it that long, which isn’t ideal.
With Unity3d’s Perlin Noise function, you provide the x/y coord, so it’s easy to start each one at a different location.
Cool, that should help. Is there some way to set the seed in the constructor? I tried digging through the source code and never found the actual generation algorithm.