it feels like there is a more efficient way to do that setup, but how? I’ve been spending a bit of time to find a good solution to using the curve factor to drive some mix shader factor, this works but there might be something I might have overlooked.
Thanks for the idea, but I think the animation needs to be driven inside geonodes, I added a video of animation I’m working on in my initial comment.
Thanks, yeah I initially tried to do the smooth factor variation inside the geonodes but it resulted in a choppy animation, the color ramp indeed has to be inside the shader or the effect doesn’t look very good. I will swap wrap for modulo like you did though, otherwise it gives strange results.