In this short tutorial you see how you can use attributes in shading and Geometry Nodes. Because it’s hard to find this out yourself it’s worth to watch this tutorial. While the tutorial last just for 2 minutes, it gives enough material to play with. So basically what happens here is that Geometry Nodes create attributes. And in the Shader Editor, you can use these attributes (vertex groups). Mind that you don’t see these vertex groups back in the Properties Panel > Object Data. Also, the resolution of depends on the subdivisions of the mesh.
Another thing I found out is that you can bake textures you make with Geometry Nodes. So now we can use other textures like Wood, Clouds, Stucci, and Marble in our shaders. Down side of this is that the resolution of the mesh has to be very high, but you can bake the texture, and then lower the subdivisions. Here the tutorial
When to watch this tutorial
This time is fairly simple, since the tutorial is short and shows one thing actually; Use Attributes in Shading and Geometry Nodes. So here we go:
- When you want to see a few examples of how to use attributes in shaders and Geometry Nodes.
- Want to see example of the Attribute Randomize node?
- Or need to know how the Attribute Sample Texture node works?
- Your curious about the Attribute Proximity node.
This tutorial is good for beginners, intermediate- and maybe even advanced users.
In case you can’t the attributes getting to work, try another Blender version. Use the latest build of Blender 2.93. I tried the Bone Studio, but didn’t work in there. Also, it doesn’t work (yet?) in EEVEE, so you need to use rendered view in Cycles. In case you find issues related to this tutorial, best is to comment on Youtube where this video is posted.