This has been partially solved (see below discussion). However, my goal was to apply this kind of randomness to cycle displacement. Based on the discussion below, I think what I’m trying to do is impossible, but I have decided to move that to a separate thread in order to hear all the possible solutions to that question. Here is that thread:
I am trying to use an emitter to create a field of objects (in this case bumpy rocks) with a procedural texture where each object has a randomized bumpy pattern.
Ideally what I would like to do is utilize the “Random” node output from the Object Info node to manipulate the generated UV map in the Mapping node in terms of “location”.
So this randomized value per emitted object could be utilized to make the object intersect with the procedural texture at different locations (so to speak). This would make all the rocks unique in appearance.
Unfortunately I can’t seem to figure out how to do this in the node editor.
I do not want to use world space coordinates as that would mean the objects could not move without changing appearance.
I am not a pro at python or drivers, but I would prefer a driver-based solution if given the option. At this point however, any adequate solution would do.
Thanks in advance for the help!!!