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 >> > >

