Procedural noise texture coordinates from world position?

no, i’d like to retrieve get the noise texture value at the objects position.

in blender, i normally take the texture coordinate node and use it’s object output as the input of the noise texture node. this guarantees perfect distribution of the texture along all kind of meshes. it just works.

here is an example to visualize this behaviour.

i’ll have a look at that triplanar mapping. and probably need to dive a bit deeper into this shader programming. i just thought maybe there was an easy way to achive that look i am going for.

and now that you mentioned the NoiseProceduralTexture is 2d, it makes complete sense, that it doesn’t work like i’d want it to.