Tutorial
 
Three dimensional noise uses a somewhat different set of variables. It takes points in three dimensions of one of four positions. The first is camera position. This is almost always useless because no matter where the shaded object is in relation to the camera, it's patterning will never move. If you were watching closely, one of the textures on the door of the Fairy Godmother's carriage in Shrek 2 stayed still while the rest of the carriage moved for exactly this reason. The second position which can be set for the 3d noise inputs is object location. This position allows the noise pattern to stay stable on the object so long as it's center does not change. The third position which may be used is the is the origin of the world coordinant system. This allows the artist to animate the noise depending on the objects position in space. While this is cool, it is somewhat limited. The fourth type of coordinant system which is available in Maya, but not in houdini is a custom built coordinant system. This is the most flexible method for animatining 3d noise. A custom coodinant system can be simulated in Houdini by placing the entire scene including cameras and lights within a subnet at the object level. Once you have the scene within that subnet you can then translate and rotate that subnet to fake most of the effects which you can do with a custom coordinant system in Maya. However, It is worth noting that if you make any changes tothe subnet's scale to animate the noise, that adjustments will need to be made to the lights over time to compensate. Adjustments may need to be made to the camera settings as well.