I actually did something a bit similar just earlier, but with displacement. Yours look better for rigid objects, although, I do think the intensity should be driven down.
I was thinking of using a lattice to animate extreme angle warping changes. Like a camera viewing a house from the front then going to the top which then the house is skewed in a weird and interesting perspective for that camera angle.
Hah. I had no idea that in newer Blender, you can do pretty much the same thing I used the custom geonodes for with just a Displace modifier. I’m always upgrading my version too late. Anyways, in my setup, Displacement variable controls the intensity of deformation, and you can also reduce TextureScale so your object receives less iterations of noise texture
Good call on using lattice for forced perspective. Since you’ll be able to animate a lattice with shape keys (and possibly even Armature) like a mesh object, but also have to deal with less vertices than full object
So you’re not able to animate the seed? It would be nice not having to recreate the whole path and empty setup and just animate the seed (if possible).
Unfortunately, there doesn’t seem to be input for a seed in Noise texture. You can animate the helper to rapidly change position every frame, and then just copy-paste this string of frames as many times you need to cover your entire animation
Would this be possible with geo nodes? (I have not really learn much about this yet, but there seems to be a great level of customization with this feature).
So far, I meant “keyframing the helper manually”. But might be possible to automate with new Simulation Node functionality. So we randomize the noise coordinate offset based on frame time. Haven’t tried it yet