Store named attribute value to menu switch (shader nodes)?

I just thought about creating a material utilizing a menu switch to switch between several image textures. Is it possible to reference a named attribute value generated by the store named attribute node in GN to control the switch menu inside the shader node tree to randomy distribute the textures onto instances?
My limited knowledge of Blender effectivel keps me struck there.

This is not currently possible.

You can use sprite sheets and UV offsets though, but expect to use much smaller textures or yr image will be huge.

Hope that helps

Something like this as a workaround maybe?
Just a chain of Mix nodes:

This is crazy!
Would be soooo much easier to just feed the attribute value into a switch node though…

You saved my day. Again. :smiley:

Hej there,
I’m making progress - thanks to your help. But, if you do things new to you, there arise questions: I have a hard time understanding the store named attribute node.
This is my scenario:

All these blue lines have the same material (currently). The materials alpha is driven by a named attribute generated by a geometry proximity node. As all of the curves are different in length, each curve has it’s own GN modifier. (I just duplicated the curves incl. modifier and adjusted the points)

That means, there are now 30 curves carrying GN modifier, each one writing to the same store named attribute value. It’s working - but shouldn’t this cause problems?
As I want to animate the light points on the lines (it’s a wave texture) with individual offset, I need to get a randomized value for each curve to use it in the material. I could use unique materials per curve, but I wonder if it is possible with just one as we did with the random textures?

Please open another help thread.

This one is solved.

Closing now.