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    $\begingroup$ In the Shader Editor, you can create a node group and use this same node group in each material, any change in this node group will be replicated in each material, I don't know if it could be useful $\endgroup$
    – moonboots
    Commented Dec 7, 2023 at 7:58
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    $\begingroup$ Using vertex colors or Geometry Nodes, you could encode the location and orientation of each part (with respect to the virtual timber) as attributes of its mesh. Those attributes could be passed into your shader, as adjustments of the overall texture coordinate. Does that sound about right? You could randomize the locations ,say, along the log to ensure parts are al cut from different stock, but with a similar character. $\endgroup$
    – Robin Betts
    Commented Dec 7, 2023 at 10:04
  • $\begingroup$ Thank you very much @moonboots, node group fixed my issue! $\endgroup$
    – Maroleiro
    Commented Dec 7, 2023 at 14:05
  • $\begingroup$ Thanks you for your reply @Robin Betts, your solution makes sense to me theoretically but as a beginner I will have to do some more research to put that into practice! $\endgroup$
    – Maroleiro
    Commented Dec 7, 2023 at 14:06
  • $\begingroup$ I'll make some kind of answer out of that, then $\endgroup$
    – Robin Betts
    Commented Dec 7, 2023 at 17:30