I created a GeoNode setup to generate a mushroom, i also created a procedural shader to go with it in order to have have a fully procedural mushroom setup.
Now, i want to bake all that procedural stuff to individuals textures and meshes. Baking the texture maps isn't an issue, but i struggle with the geoNodes.
My issue is that i want to create a few variations of the mushroom model using differents seeds for the geoNode setup. The same goes for the textures.
Now i want to bake everything in a way that every texture works with every model. To do that, i need all my UVs to be the same, but if i use the UV unwrap node, first the UV doen't looks good, but also, they are note the same for every model.
The way i usualy create custom UVs in geoNodes is using the store attribute node. But for my project, this doesn't work because i need to alter the real UV of the model, not just an arbitrary attribute.
I hope someone knows a solution. Also, if you have another idea to bake my models and textures, feel free to tell me.
PS: here is the result of my geoNode setup if you are wondering what they looks like (my setup only generate 1 mushroom, but i duplicated it):