Although it still requires applied scale, I prefer just adding some scaled “Object Info Node / Random” to “Texture Coordinate Node / Object”, as long as things are kept in separate objects (for that variation factor across objects). I have no idea what the vector transform is supposed to do, I always end up in trouble if I manipulate the objects and/or camera/view. May be useful for baking out the info I guess.
Btw, how would you achieve vector discontinuity within “loose parts” within the same mesh? I.e. mesh “Sofa” containing “6 loose parts for seat and backs”. All parts would share mesh origin and material index?
I have tried Object Index, but I can’t find any info about it in the manual on what drives it, and if I can assign anything to it. I’m adding in to silly UV coordinates (random project from view) for each part within a mesh now. It works, but seems a bit cumbersome.