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  • Published 6 May 2026

Add object/collection input nodes for shaders, just like Geometry Nodes.

test.png effect similar to Illustrator's Gradient Mesh, I’ve run into two major bottlenecks. First, color control via Geometry Nodes relies on attribute transfer similar to vertex color. This means the result is heavily dependent on mesh density; otherwise, jagged aliasing will occur. Second, color blending essentially depends on weighting algorithms. This means every time you add a new vertex color, you have to manually connect nodes to get the mapping effect. The ideal workflow would be using empty objects for control: assign values to empties and pass them directly into the shader to drive the gradient. This would deliver an alias-free mapping result. Right now the shader node group already supports direct vector input. It would be perfect if we could directly access an empty object’s location attributes inside the shader. This would allow creating many semi-automatic procedural texture animations, and let us control parameters purely with empties — instead of first baking and storing attributes in Geometry Nodes, then calling them later in the Shader Editor.

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Development Status: Open

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lii
6 May 2026

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