This is probably incredibly easy but I’m just having trouble wrapping my brain around it this morning.
If I have an object with a procedural material applied to it (for instance peeling paint or rust spots) all instances of that object have the same generation of the various textures that make up the material. So each one will have the exact same rust spots which is of course unrealistic.
I’d like to use the same material on all objects but randomize the textures for each one. I’m also using geometry data such as pointiness within the material node group, which should NOT be randomized.