Yeah, especially when Geometry Nodes and Shaders don't exactly work hand-in-hand yet. For example, having serious trouble trying to mask out window frames and lights from Z-/+ axis to have either none or different type like larger skylights. It'll work fine on underlying object, or any other normal mesh but not from procedural geometry, even though it's all using the same world space and axis system. May end up just doing the windows more simply in TG as at least there as a raw OBJ I know i can mask by Y no problem.