Yeah pretty much.
I’ll try some sneaky stuff tomorrow with symlinks
Ok so far the easiest thing I found was the assign material node – adding a parameters override – it basically clones the material for you and just sets the attr and assigns the copy of the material to the geo. You can have it reference primvars from the geometry as well, so I can do s@inputs:file = s@txpath; But it can’t do **_geo and loop ove the prims, so I still have to do it in a for each (which I haven’t done yet.
But… this in itself ‘kinda’ makes the point inmho that you can definitely clearly define a primvar/attr AS a texture up front, and collect them ahead of time for the renderers
I take it back. It works with ** so yay.
Easy enough for me