Basically I have a field of spheres that are a bunch of different sizes that use the same material and I want them to be a different color based on their size.
I'm using a volumetric shader, so each of those little clusters is one sphere.
I accomplished something similar to what I want by using the Object Info input node's position attribute. It looks like this. Unfortunately the Object Info node doesn't have a scale option. Is there a way to add that? Or perhaps some method using drivers? I'm still not very good with drivers so maybe I'm just missing something.
atomicbezierslinger has suggested a way to change the color of a particle based on its size, which is an interesting solution, and it worked well.
I'm not very experienced with particle systems, so I basically manually went through to each sphere and gave it it's own particle system that emits 1 particle from its volume and with no physics. I manually changed the size of each particle then shrunk the emitter sphere down to .01 so it would be in about the right spot. I'm feeling a bit like a monkey on a typewriter but it got the job done.
My problem is solved thanks toatomicbezierslinger, but I would still be interested in whether or not it's possible to not have to use particles to do this. I can't be the only person to have this problem and the method I used wasn't exactly fast.
Perhaps there's a way to use Object Index on the Object Info node by assigning an index to each sphere based on its size using a script of some sort? I don't know the first thing about python, so I wouldn't know.
I'm using blender v2.76b, by the way.