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It won't be easy to implement this; not sure if this is possible in Maya, but what we do in 3ds Max, is bake an initial object position of the object into a UVW set; when the object is converted to proxy, the UVW set is saved with it, and can be used in 3D procedural shaders later on, so that the mapping sticks to the object.
hmmmm ok, thanks for putting some brain cells towards it. it's not a show stopper for us? more of a question. I had some complicated procedural geometry and had some really bad UVs and just wanted to use some 3d noise to break it up a bit, but ended up UVing them anyway(just took sometime)...thanks to the attribute transfer in maya. made it pretty easy.
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