By default Noise use worldpositin as it’s seed. You may want to use something that is not changing when object moves. Local position or texture coordinate might be good candinate.
Using procedural noise has lot’s of benefits.
-Same material fits for different meshes.
-Unique look for multiple instances.
-Seamless patterns.
-No visible tiling.
-No memory requirments.
-Less bandwith.(but more computations)
Well I wouldn’t say it requires no memory. It generates the texture dynamically, but needs to save it somewhere - in memory
The pattern of noise textures should be created in a way that allows for seamless tiling, but from pre-made textures you can still guess the tiling as it repeats.
But I am positively surprised and learned something new today: UE4’s noise node can get a static seed to avoid recalculation per frame - YAY!
Just select “World Position Excluding Offset” and then use that as the position of “Local Bounding Box Based 0-1 UVW” and use that as the noise input instead of local position. It will be pretty much the same thing but you get the power to exclude offsets. You may have to apply a scale to get the noise to match since this will be 0-1 whereas I think local position has all local positions including scale.
I am a beginner in Unreal Engine 4 and I also have that kind of probleme. I use a noise texture in alpha input for the “linear interpolate”. I put a vector parameters on each input A and B of the node.
But, when I move my object with my materials apply on it, the noise is always moving, wich can be annoying for an animation character with this materials. I also can’t apply a texture on it, a noise texture because the materials will appears on one parts of the characters but not on the others parts. I have unvrap my charachter on an external programme so I don’t enderstand the probleme.