Huh, it actually looks like my reply wasn't posted for some reasons (
because I included images maybe? )

Rob's solution is viable but doesn't take into account the fact you may
want more than 2 shaders on your particles. You can always play around with
multiple "Color Switch" nodes but depending on your needs it may prove
bothersome.
Try using a "color multi-switch" node in the render tree, and create an
integer attribute rather than a boolean in your icetree :

http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg
http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg


2015-04-29 4:15 GMT+02:00 Kris Rivel <[email protected]>:

> Sweet...thanks Rob! That's what I was thinking.
>
> On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman <[email protected]> wrote:
>
>> just set a custom attribute per particle and use it in the render tree
>>
>>
>> http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg
>>
>>
>>
>> On 28 April 2015 at 21:54, 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
>>
>
>

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