# Mesh instances with different UVs not working

**URL:** <https://forum.babylonjs.com/t/mesh-instances-with-different-uvs-not-working/46083>\
**Category:** Questions\
**Tags:** material, pbr, instances, uv\
**Created:** [December 1, 2023, 7:35am UTC](https://forum.babylonjs.com/t/mesh-instances-with-different-uvs-not-working/46083 "2023-12-01T07:35:33Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [December 1, 2023, 6:34pm UTC](https://forum.babylonjs.com/t/mesh-instances-with-different-uvs-not-working/46083/4 "2023-12-01T18:34:45Z")

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Yes, in that case you should use a single texture atlas and pass the (u,v) offset into this texture to your instance. That’s basically what the PG you linked does ([https://www.babylonjs-playground.com/#64K1I1#2](https://www.babylonjs-playground.com/#64K1I1#2)).

If you want to be able to do it with a regular standard / PBR material, you should create a [material plugin](https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materialPlugins).

See this answer from @Blake, who is doing it for instanced meshes, but it would be mostly the same for thin instances:

> [@InstancedMesh shared UV](https://forum.babylonjs.com/t/instancedmesh-shared-uv/33719/5):
>
> Hey there. slight_smile 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.

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