I have an Image Texture node in Geometry Nodes with an image in it that I also want to use with Shader Nodes

enter image description here

This is what I tried but it shows no image output, this is what it's meant to look like:

enter image description here

Is it possible to use an Image Texture inside Geometry Nodes as a texture for Materials? or to link these data-blocks somehow?


1 Answer 1


Is it possible to use an Image Texture inside Geometry Nodes as a texture for Materials?

That'd be possible, I think what you're currently missing with your setup is the Set Material (and a Subdivide Mesh) node.

Also, an additional reminder. When your attribute is being outputted, it's nameless (or basically anonymous), which means that you can't tell Blender which attributes you'd want to be used. So, for an attribute to be usable in the Material Editor, you'd want to give the attribute a specified name (by typing in the blank space in the Output Attributes section in the Geometry Node modifier). enter image description here

Once you're done with that, you can use that attribute in Material Editor. enter image description here

The result: enter image description here

The node setup: enter image description here

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    $\begingroup$ You've been quicker with the answer... you should add, to get the attribute in the material it is necessary to name it in the Geometry Nodes modifier output and use that name as attribute. You do all this in your answer, but I could imagine it's not easy for a beginner to realize that from your explanation. The screenshot in the question for example looks like the attribute isn't named, it's just the default "Color" that comes from connecting the output. $\endgroup$ Commented Apr 11, 2022 at 6:18
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    $\begingroup$ Thanks for the reminder, Gordon! I'll make adjustments to my answer according to your suggestions. $\endgroup$ Commented Apr 11, 2022 at 6:31
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    $\begingroup$ And you'll need to add an ungodly amount of vertices to approach the same visual detail as a regular image texture in the shader editor. The question could be rephrased as "How can I bake an image texture to vertex colors in geometry nodes ?" because that's in essence what happens. Still, this answer is on point. $\endgroup$
    – Gorgious
    Commented Apr 11, 2022 at 6:53
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    $\begingroup$ @GordonBrinkmann Yeah, I think the quicker way (or the usual way) of doing this is to put it directly in the Material editor. That would allow you to avoid putting it in one place (GN editor) and then you have to execute some supplementary steps just to move the result to another place (Material editor). But I'm sure that OP has some reasons to try this method instead :) $\endgroup$ Commented Apr 11, 2022 at 6:57
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    $\begingroup$ Surely, there must be a reason ;) But I'd really like to know why. I mean, the other thing is if you're also using a UV map on this texture coming from the original UVs of the original mesh and then put it back on the original mesh - what is the benefit of doing it in Geometry Nodes? I would be interested in which way this is advantageous. $\endgroup$ Commented Apr 11, 2022 at 7:12

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