I would like to offset the texture for each of the moving circles created with Geometry Nodes so they do not all look identical. I thought this could be done with the initial starting coordinate of each circle, but I cannot find a way to make use of this in the Shader. This is the Geometry Nodes set-up:
Things I have tried:
I tried to use Capture Attribute (and also Store Named Attribute) with the initial positions, just after the Distribute Points on Faces node. But they always get lost, either because the values end up being 0 or because they are not stored in the instances (or final meshes) that come out of the Geometry Nodes. I tried to use it in the Shader like this, for example:
I found the following which seem relevant, but could not work out how to adapt them properly to my use case which includes animation. https://blender.stackexchange.com/a/254677/156592 https://blender.stackexchange.com/a/245919/156592
I also tried Mesh Islands and was thinking I could use their index, but they seem to combine several circles when they are overlapping
I tested to use Random output of the Object Info node in the Shader, but that makes it flickering. The offset seems to change per frame rather than being fixed for each circle.
I am new to blender, please apologise if terms are used incorrectly and if I got concepts wrong.