The issue I am working on is how to assign different materials to different faces of a mesh using UV Unwrap in geometry nodes. Being a greenhorn in this area I have struggled and still struggling but made some significant progress.
Big thanks to Johny Matthews for his YT tutorial on some aspects of UV Unwraping (link to his video below.
https://www.youtube.com/watch?v=wVhThuzRDIk&t=3s
Using his tutorial I have created a setup to UV Unwrap (using Geometry Nodes) a mesh and even to display visual representation of UV Map next to mesh which is a collosal help in alining material to UV map.
The picture below shows the mesh with material assigned and the UV map next to material which as I said is very helpful.
The node setup (in its work-in-progress stage) is shown below.
First screenshot shows the setup to create procedural UV Map and manipulate it. Second screenshot shows the setup to display the UV Map. The setup allows to show UM Map with material and as wireframe. And the UW Map as wireframe looks like this
The node setup in shader editor is quite typical
My question is related to UV Unwrap node itself. Right now the UV Map of the mesh is defined using seams selected on the basis of face area of two largest faces. The UV Map still contains all the faces, which is logical but UV Unwrap node has socket called "Selection" that according to Blender manual can be used to select "Faces to participate in the unwrap operation. UVs that are part of any other face will not be affected."
And here is my problem. What should I do in order to select only one face (or some faces). In other words what should I plug into that socket so my UV Map is restricted to only selected faces?