I have a good solution to that so far. Use the UserColorNode (or now jitter node) to get a random Color for your object. Pump that into a ramp node. The different grey values you get are basically a random number between 0-255. Pump that into a changeRange. That into TriplanarNode for offsetting the texture. Play with change range value. Now Ure texture gets transformed dependent on the ObjectID.
Excellent! Is there a way to use the Jitter node to control seed of a Maxon Noise? Whenever I try I get error message saying Seed needs an absolute or constant