Taking a slightly different approach than the excellent answer above Kahler , I wonder if you are just looking for a way to change the number space.
In this context, we can say that a random number exists in a one-dimensional number space. i.e. integer values are available from 0 up and down.
A randomly generated 32-bit integer must be between 0 and 4294967295, i.e. you have 4294967296 possible unique numbers. However, if you “consume” this random number, for example, in two-dimensional space (“grid”, as we say), then your grid size will be the second root of 4294967296, which is 65536. This means that you have 65536 65536 possible "slots", which can randomly be either 0 or 1 (but the distribution of random numbers will fully correspond to this grid).
If you consume a random integer in three-dimensional space, you are faced with the third root 4294967296, which is approximately 1625. That is, the grid size is about 1625x1625x1625 slots (you can also say "cells").
As you can see here, 1625 is not so much, and the following is implied: if you need to maintain space using 32-bit floats for XYZ positions (maybe a space game? You haven't mentioned), then you address space using 96 bits - or, even worse, 192 bits for addressing with doubles - when generating a random number in only 32-bit space. This means that there will be either repetition or coarse ("poor granularity") between the numerical spaces in the display. It's hard to predict exactly how you will experience it. However, you will only have 1625 possible x-positions.
(However, you can change a random number from one-dimensional space to 3-dimensional. On the contrary, it’s prime. Generate a number, capture its logical representation (binary, bits). Then just take the first 11 bits and construct an integer from them: use it to position.x. Then do the same with the next 11 bits and use for position.y. The Z-position gets only 10 bits ... hm - oh well :-). )
The use of seeds is not related to this. Seed makes random generation repeatable and that is still entirely possible with the Kahlers description.
Now to the potential problem:
If you "isolate" these things from droplets (with the internal addressing of the 3D addressing from which you inherit the seed), then there is a fear that your random generation will repeat from blob to blob. All drops will look the same.
If you, on the other hand, use a global, huge coordinate addressing for your seed, then you may get poor detail among random numbers in separate blocks (for example, only 1625 possible positions along one direction, view).
It's hard to say, but you may get visually unsatisfactory results. I would suggest generating not one random number in time, but 3, one for each direction. You can still determine if it was a hit or not (your "threshold") - but just handle the check using triplets of individual random numbers. And use your global (global) positioning system for each of the individual seeds.