Godot Version
Godot Version 4.5
Question
Explanation of Situation I have only recently gotten into Godot about 2 weeks ago but have a bit of experience in blender. I’m in the process of developing a pipeline for my assets I’m building in Blender to Godot. Most imports are simply and I just bake the required textures without issue with this single exception.
In blender I have an mesh generated using geometry nodes where its UVs are perfected overlapped over a shared texture space. This works fine in blender and in Godot but I lose the ability to reference each separate loose mesh island and give it color variation after exporting and importing.
Actual Question In short my question is, is there a way to manipulate the colors values of individual meshes that are part of the same 3D Mesh instance so I can randomly assign color variation as opposed to separating them into various materials?
Separating the mesh by loose parts in blender first before exporting would result in over 100 materials in Godot after importing. This strikes me as a “bad idea” for a number of obvious reasons even if it technically achieves the result.
If you have any clarifying questions, I’m being a fool, or if anyone knows something about Godot that would help with this please let me know.