In cycles, with particle hair strands, I can get the colour from the texture of the emitter object for colouring the entire strand.
When I use the "Particle Instance" modifier on a mesh (a simple cylinder in the image bellow), I do not manage to get the same result. I would like to set the colour of the instances (cylinders), so each instance has a different colour (example, the first instance is blue, the second is red etc). This colour should be based on a texture mapped to the emitter, like it is the case when I apply a texture to hair strands (see the image above).
My goal is to model custom hair primitives (like dreadlocks, or mesh braids) while maintaining the ability to paint on the emitter for variance between each instance.
Here is the file if someone wants to try (Made in Blender 2.79) : https://www.dropbox.com/s/chbt1mp28a6wt4k/demo_for_help.blend?dl=1
(I did not find a way to add a .blend attachment so I used dropbox).