I want to control the color of some particle feathers by a texture. For example, if I have a checkerboard texture, I want some feathers to be white and I want some to be black. I have found a pretty neat tutorial (http://blendersushi.blogspot.co.at/2012/12/cycles-particle-info-node-basic.html), but I now have the problem that the texture coordinates seem distorted/flipped/rotated/scaled, which is bad because my texture is not exactly simple. I tried aligning the texture with mapping, but this takes forever, and I’m not sure whether it would actually work correctly.
Now, we all know that hair does this automatically. Since my particle system is a hair system anyway: Is there a way to get the hair color and then pass it on to the instanced objects in cycles?
I haven’t supplied a .blend file because it’s too big, but it’s not relevant anyway, as I’m looking for a different approach.