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I'm using geometry nodes in blender 3.41 and instancing a bunch of object on a plane to create a really complex scene. This is a technique learned from Max Hay on YouTube. https://www.youtube.com/watch?v=ln1IpYnufxc

The pillar objects are textures as stand alone assets but once places with the " distribute points on faces" node they lose their texture and look like clay. The only solution I have found is to change the texture coordinate node to "camera" but it breaks my animation. What am I doing wrong?

It should also be noted that i'm using the addon "1 click damage" so my pillars require 2 textures to look right.

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Easiest thing to do is:

Don't realize instances.

If you do want to realize instances and still have the textures work; all you have to do is:

use an attribute node (in the shader editor) and as the name put the name of the uv map your instances has, then use that instead of the texture coordinate node.

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