>just one question: the way it looks is that the texture space is local to each particle right?
Yes. It is as if the fluid is scaled and translated to the position of each particle. One could write an expression using particleSampleInfo, setting the fluid’s texture scale and offset based on the start position and particle size at emission time such that the particles appear to emit from a larger coherent “block” of texture and then carry this with them. It would be a bit tricky to set up the right values, however. One needs to take into account things like the size attribute on the fluid in addition to the texture frequency value.
However the easy thing to do is simply animated the textureTime based on the particle and not try to make the overall noise coherent. The other thing one may wish to do is apply a random offset to the texture time or positoin for each particle so the noise varies from one to the other.
Duncan




