I am trying to pass a geometry nodes output attribute (an integer) to the shader editor to control the offset of an image sequence.
I have succesfully done this to pass the attribute and change , ie: the color in the shader.
But, As the image sequence offset does not have an input...
I have tried to do so using Drivers... but I am missing something about how to pass the attribute to the frame offset
I havent found any answer searching..
any help?
regards

Asked
Active
Viewed 1,075 times
6
Fernando Sanchez
- 71
- 3
1 Answers
7
How to expose geometry nodes result as driver inputs:
- Compute some value in geometry nodes. In this case it's going to be a frame offset, so I calculate some integer number.
- The mesh only has a single vertex. You could output multiple values in different vertices, but for simplicity I'll stick to 1 vertex only.

- Add the mesh vertex to a Vertex Group.
- Add an Empty object. This will be the thing that the driver can actually use.
- Add a Copy Location constraint to the Empty. Set the single-vertex-mesh as target and the vertex group. Now the Empty will follow the position of our single vertex, which in turn encodes the frame value we want to output.

- Finally add a driver to the image sequence node as before. Use the Empty object's X position as the driver variable. Now you can change the values in geometry nodes, the Empty will follow the vertex position, and the driver will change the sequence offset accordingly.

quellenform
- 35,177
- 10
- 50
- 133
lukas_t
- 3,024
- 13
- 14

I'll see if i can make a quick example for using the node result in a driver ...
– lukas_t Jun 02 '22 at 09:22