The Particle
            Sampler Info node can be used to provide additional particle shading
            control in mental ray shaders.
         
         Although mental ray for
            Maya can render many types of particles (including hardware particles
            like Streak, Point, Sphere, and so forth) it is only able to use
            the Particle Sampler Info node with the following particle types.
         
         
            - Blobby Surface (s/w)
- Cloud (s/w)
- Tube (s/w)
The particle type can
            be set via the 
                     Particle Render Type attribute
            under the 
                     Render attributes section
            in the particleShape Attribute
               Editor.
         Only the following subset
            of attributes on the particleSamplerInfo node are available
            for use with mental ray shaders:
         
         
            - outUvCoord
            
- outColor
            
- outTransparency
            
- outIncandescence
            
- particleId
            
- age
            
Follow this workflow
            to use the particleSamplerInfo node with
            a mental ray shader. This example creates a particle emitter where
            each particle has a random color and then uses a particleSamplerInfo node
            to supply the per particle color information to a mental ray shader.
         
         
            - Create an emitter.
            
- Set Rate (Particles/Sec) to
               300 and set Speed to 5.
            
- Play the animation so that particles
               appear and assign a new 
                        mib_illum_lambert material
               to the particle shape.
            
- Open the particleShape Attribute
               Editor. Under 
                        Render attributes,
               set Particle Render Type to Blobby
                  Surface (s/w).
            
- Click the 
                        Add Attributes For Current
                  Render Type button.
            
- Set Radius to
               0.2.
            
- In order to access per particle color
               data, you must add the rgbPP attribute to the particle shape. The
               rgbPP attribute is exposed through the outColor attribute on the particleSamplerInfo node. 
               In the Particle Color
                  Editor window, select Add Per Particle Attribute and click Add
                     Attribute. The RGB PP field
                  now appears.
                
- Right click the RGB
                  PP field in the Per Particle (Array)
                  Attributes section and add a Runtime Expression Before
                  Dynamics. Enter particleShape1.rgbPP
                  = sphrand(1) for the expression and click Create.
            
- Open the Attribute Editor for the 
                        mib_illum_lambert shader. 
            
- Click the map button for the Diffuse channel
               and select Particle Sampler from the Utilities section
               under the Maya section of the Create
                  Render Node window.
            
- Play the animation and preview render
               with mental ray for Maya. The particles each have a random color
               assigned to it.