With geometry nodes, I generated a more complex mesh procedurally from the faces of an ico sphere by splitting edges.
Here is my node geo node setup:
Now I wanted to apply a certain material, created with the shader graph to each individual one of these meshes generated from the faces.
Because the material is gonna be textured, it is important that each face carries the same texture by itself, not the generated "multi-mesh" of the Geometry Nodes as a whole.
The result I'm getting right now is this:
As you can see, the texture is being stretched over the whole mesh.
That is not what I want and I'm not sure how to go about it, logically I would have thought that "Set Material" would set a material for the extruded mesh in the steps before.
But that doesn't seem to be the case.
The result I would like to get would be something like this, of course Donald Duck would be on every single one of the "combs" on the left:
Can you help me?
Also the material shader node setup for completeness:
(You might see, I also used the Attribute node. That did something else, but didn't solve the problem either.)
Here is the .blend file: https://www.mediafire.com/file/eilnks1bhsnixln/textureproblem.blend/file