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How to drive Ai Mesh Light intensity value with texture that respects UVs of original mesh?

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Anonymous
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How to drive Ai Mesh Light intensity value with texture that respects UVs of original mesh?

We have a large number of small lightbulb geometries which have been combined into a single mesh, which is then being converted into a mesh light. Would like to be able to drive the intensity value of this mesh light with a noise texture, in an effort to create an offset flicker across each of the individual lightbulb geometries (UVs for each light are spread randomly across the 0-1 space).

This process works if you plug the noise texture into the color channel of the mesh light, but we were hoping to be able to use color temperature to drive the overall color, and simply adjust the intensity to drive the flicker. Any help is greatly appreciated.

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