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I have a grid of 300 individual mesh objects (spheres) and each move by constantly tracking 300 vertices through the Copy Location constraint. The vertex grid comprising of zero edges and faces was generated using Geometry Nodes.

Would it be possible for the Spheres to "extract" or "copy" the color of each vertex they are currently tracking?

For instance - as perfectly exemplified by a member on another topic - this would be the end result I intend to achieve: it

enter image description here

enter image description here

The difference is that I'm working on 300 different objects and not on a Geometry Node group that instances an icosphere on each vertex, with an associated shader.

I've attached a simple .blend with a short animation displaying movement and color control:

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  • $\begingroup$ Sorry I haven't got back to you.. been busy.. There are probably quite a few approaches to this, depending on your workflow, why these are separate objects, and when they are made into separate objects. Can you describe why you can't use instances of one object? $\endgroup$
    – Robin Betts
    Nov 6, 2022 at 10:09
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    $\begingroup$ Hey Robert - sorry for the late reply as well. I'm using an addon that helps create and animate drone shows on Blender, but this addon works with multiple objects (spheres) instead of an object comprising of multiple verts. These spheres are animated by tracking the positions certain vertices over time, defined by me. I could create the instances myself but the addon helps tracking speeds, safety distances, and overall simplifies the workflow of native Blender tools. If the objects / drones could take the color of the vertex they are attached to, I could work with procedural "light effects" $\endgroup$
    – Johnny R.
    Nov 16, 2022 at 14:32
  • $\begingroup$ Hey @RobinBetts , don't mean to bother you as I know life can get busy - just a reminder that I've attached a .blend file you can look at whenever you have time. :) $\endgroup$
    – Johnny R.
    Nov 28, 2022 at 2:46
  • $\begingroup$ Don't know how this slipped through my net. Sorry. So.. you want to copy a colour from a mesh, to objects bound to single-vertex groups of its vertices, with a copy location coinstraint. How do you want the colour to be stored in the objects? Is this for visualisation only, or does the colour need to be exported in some form? At first sight, this is not an obvious system.. I'm imagining you have your reasons for doing it this way, and merely displaying colours through shaders won't do? $\endgroup$
    – Robin Betts
    Nov 28, 2022 at 11:48
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    $\begingroup$ That is correct, basically I want to change the color of a primary mesh, and then the objects bound to the vertices of that mesh to copy its color and store them on their Material BDSF. That way their color data could be exported. $\endgroup$
    – Johnny R.
    Dec 2, 2022 at 18:44

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