QUOTE(rgkovach @ 06/19/07, 05:36 PM) [snapback]268321[/snapback]
After doing this I would assume the particle's age is passed through the ramp into the userScalar1PP attribute. This value is then picked up by the Particle Sample Info Node and passed into my custom attribute, but this isn't happening.
right idea wrong scope. it only affects software rendering particle types in softwa rendering! And never instanced objects. So nothing is supposed to happen for the sprite object.
(ok now IF this would work what maya would end up doing is the images on fly so you can as easily use a sequence of say 40 images to do the same thing but faster instead)
Thing is hardware shading is completely separated form software, don't mix things up, hyper shade is for software shading, and only a subset of it is ever understandable for hardware rendering (in fact a very small subset, even then only e versy small fraction of that si sane in hardware rendering even if it will work)