I have an object travelling through space that I'd like to shade with noise, now when I shade this the noise pattern will change depending on where the object is in world space. I need the noise to stick to the object, so was wondering how I would go about this.
Can I shade the object at the origin before transforming it to its world-space position? Or should I really be using UV's or another method?
yes, or if your object is not deforming (just transforming at object level) you can use Transform VOP in your shader to transform P from Camera to Object space before using it as an input for the noise