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Is it possible to get a vertex paint layer into a cycles hair material, when the hairs are emitted from vertices?

Here is a vertex paint layer working for the emitter, but the hair strands don't get the info: enter image description here

Note that interpolated children strands do pick up the vertex paint info. This is also true for hair emitted from faces. These don't work for me, because I need the hair to be emitted from the vertices:

enter image description here

(I'm still trying to get this question working)

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closed as off-topic by someonewithpc, GiantCowFilms, Ray Mairlot, CharlesL, iKlsR Nov 24 '14 at 21:06

This question appears to be off-topic. The users who voted to close gave this specific reason:

  • "This question appears to be off-topic because it is a bug report and not an actual question. These should be reported to Blender's tracker instead." – someonewithpc, GiantCowFilms, Ray Mairlot, CharlesL, iKlsR
If this question can be reworded to fit the rules in the help center, please edit the question.

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    $\begingroup$ I'm sure this is a bug. Notice how the hairs are black at the corners? When I baked the vertex colors to a texture and then use that instead of the Attribute node, the black clears up and the hairs end up with default white-ish grey(but still not the texture color). Remove that node and adjust the color directly and it's all fine. The Diffuse node seems to be accepting input in a way that breaks for hair depending on the input type. So far as I understand it, the Shader node should have no concept of different types of color input. It should see them all as being exactly the same type. $\endgroup$ – MarcClintDion Nov 24 '14 at 1:56
  • $\begingroup$ I've filed a bug report. developer.blender.org/T42706?workflow=create $\endgroup$ – MarcClintDion Nov 24 '14 at 2:37
  • $\begingroup$ Thanks! I don't quite understand everything in your first comment; is there a way to workaround the bug with baking? If so, can you make that into an answer? $\endgroup$ – ajwood Nov 24 '14 at 3:23
  • $\begingroup$ It was my intention to find and post a workaround but unfortunately baking the texture didn't work for this, it just seems like the shader fails less miserably. $\endgroup$ – MarcClintDion Nov 24 '14 at 6:19