I'm planning to use multiple "hexagon style" images in my scene but this will create millions of the same hexagon object and slow down the software. So after i generate hexagon objects with my geometry nodes, i apply the mesh, do an unwrap project from view, add a material, load an image texture, and then i would like to link ONLY the mesh data of all the hexagon objects to reduce the number of faces/vertices in the scene while keeping the image as is.
But linking the mesh data also links the UV map to the same coordinates as the active object i am linking from hence wiping out my image. I read that it is possible to have different materials for the same linked mesh by using Link Material
To Object
instead of Link Material
To Object Data
. Is this also possible for the UV mapping? Or is there another method i should employ to retain the image while having shared mesh data?