Maybe you could set some custom integer info to different portions of the point cloud and use that to mix different shaders in the material?
On Tue, Apr 28, 2015 at 10:57 PM, Kris Rivel <[email protected]> wrote: > I guess the stupid answer is to use instances and have them assigned to > different shaders :-/ But would be cool to know how to do this with > straight particles and no instancing! > > On Tue, Apr 28, 2015 at 4:54 PM, Kris Rivel <[email protected]> wrote: > >> Is it possible to carry some kind of point data over to the render tree >> so I can assign different shaders/materials to specific particles? I have a >> bunch of flying cubes...I want some to look like glass, some to look like >> metal, etc. I'm hoping to not have multiple clouds. To further complicate >> it...trying to do this with redshift. Any suggestions? >> >> Kris >> > >

