Placing / mapping an image texture onto selected face or faces using geometry nodes and the Shader Editor

I'm trying to place an image texture onto a selected face or faces of an object but its placing / filling the whole object.

My thought process was to:

  1. Unwrap the objects UV's in geometry nodes.
  2. Place the texture image from the Shader Editor on the selected face or faces.

Example: I create a grid in geometry nodes.img1

I used the UV Unwrap node to place the texture on the selected face but it covers the entire object or it's to large.



The Shader Editor setup


I'm trying to get it to look like this (with the F4 image filling the selected face or faces)


PS: I'm using Blender 4.0.2 here's the blend file.

And the image texture file

image texture

  • $\begingroup$ Could you please share your Blender file and the "F4" picture to give it a try ? $\endgroup$ Jan 7 at 9:23
  • $\begingroup$ Sure I added it to the question. $\endgroup$
    – Rick T
    Jan 7 at 12:52

2 Answers 2


(Using Blender 3.6.5)

Following is a proposal separating the selected faces before computing local UV map and setting the material with image texture. Beware that the UV map is defined in the Face Corner domain when setting the Store Named Attribute node.

GN graph


  • $\begingroup$ Thanks! One question I have is why is everything else white / opaque instead of transparent? $\endgroup$
    – Rick T
    Jan 8 at 7:43
  • 1
    $\begingroup$ With "Viewport Shading" set to "Material Preview", surfaces without explicit material info are rendered by default with a material of index 0 (see in "Spreadsheet Editor" the column "material_index" for "Face" domain). And this material is white, not transparent. You can check that in a fresh Blender file with just the initial cube. It is rendered the same. $\endgroup$ Jan 9 at 5:26

Thanks goes to @StefLAncien here's the final which I think will help people. Apply textures to specific faces.

Works for EEVEE

EEVEE Settings


And Cycles

Cycle Settings





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