Hi
I have a situation where I want to drive the colour (or multiplier/hue) based on the surface that my grass/plants are scattered on.
Ive seen a few examples where the scatterer samples the UV coordinates of the surface and uses a map/texture at those UVs coordinates.
However Im not sure this would work with a complex colour setup (combinations of tileable/Cubics/procedurals/noises and also photo based projections).
So basically I need the final colour of the surface object at the scatter's seed point to be the sampled colour, and then use that as a mult/mix/hue shift input etc.
Is that possible?
Thanks
-Paul