When using a particle system I know you can randomize colors / materials using the workflow as in https://github.com/bdancer/blender-for-vray/issues/30
However, is there also a way to drive the material distribution for the particles using a texture, e.g. a checker procedural or image texture, mapped onto the emitter object or by using world coordinates?
Example: making batches of brownish grass in a lawn (which are not completely random but rather localized).
I guess you could achieve the effect using multiple particle systems and driving density using image textures, but that is quite cumbersome. Is there a way using material nodes for that instead?
However, is there also a way to drive the material distribution for the particles using a texture, e.g. a checker procedural or image texture, mapped onto the emitter object or by using world coordinates?
Example: making batches of brownish grass in a lawn (which are not completely random but rather localized).
I guess you could achieve the effect using multiple particle systems and driving density using image textures, but that is quite cumbersome. Is there a way using material nodes for that instead?
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