# InstancedMesh shared UV

**URL:** <https://forum.babylonjs.com/t/instancedmesh-shared-uv/33719>\
**Category:** Questions\
**Created:** [September 6, 2022, 12:54pm UTC](https://forum.babylonjs.com/t/instancedmesh-shared-uv/33719 "2022-09-06T12:54:39Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Blake](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/blake/32/21509_2.png) [@Blake](https://forum.babylonjs.com/u/Blake)\
**Post date:** [September 7, 2022, 4:09am UTC](https://forum.babylonjs.com/t/instancedmesh-shared-uv/33719/5 "2022-09-07T04:09:48Z")

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Hey there. 🙂 I think what you’re after is a way to use a different part of the texture for each face of each instance?

Here’s an example that uses a simple material plugin ([docs](https://doc.babylonjs.com/divingDeeper/materials/using/materialPlugins)) to add support for a uvOffset attribute. Then the first instance uses the first row of 6 images and the second instance uses the second row of 6 images.

> **[Babylon.js Playground](https://playground.babylonjs.com/#P7GNPG%239)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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