Best way to randomize a texture seed across multiple meshes

Godot Version



Hey, I have a texture with a next pass using grow to add a “blood stain” effect on top of a material using Noise2D to create random patterns:


I need to setup this material via script giving it a random seed to the noise so the patterns vary between the meshes.

So im looking for an example of doing this using the best practices possible, i want to avoid making any performance mistake because this material will be used on hundreds of units.

Also if this aproach to the problem has any issues i would be glad t know better known alternatives

I would manipulate the offset of the noise resource, should be pretty cheap. You wouldn’t be recalculating the noise with a new seed. The hope would be that there would be one instance of the texture too. Save on memory.