I built a nice shader network for metal panels, that I can apply individually to each polygon face in my turret. This makes UV mapping trivial since I can just unitize the UVs. However, I want each panel to look slightly different, without having to modify the shader for each one. The shader includes noise nodes, but they produce the same pattern every time. I tried to hook some sampler info attributes into the noise node's time input, but it didn't turn out that great. Can anyone suggest a way to randomize a repeatedly applied shader network? Sample picture below and network next message.