Is it possible to refer to the world space root coordinate system inside a procedural? I have a ton a buildings laid out in a city which are each copies from a small set of procedurals. I would like to introduce some blotchy variation across the whole city by applying world space noise to the whole thing.
Solved! Go to Solution.
Solved by madsd. Go to Solution.
Thanks!
Using maya, I also found out that the matrix output by the place3dTexture node stays locked to the scene's world origin rather than the procedural's transform node.
So, two ways to achieve this.