Hey :) In Unreal engine (https://docs.unrealengine.com/en-us/Resources/Showcases/PhotorealisticCharacter#hairauthoring) you can take advantages for hair texture when you use an "Unique ID"-Map (which will assign different color-shades to single hair strands) Now i was wondering, is it possible to arnold-render XGen-Hair…
if you just need a lot of random values but not each individual hair, you can take a up to 4x4 randomly colored grid as texture and apply that to the converted mesh, as the UVs are created the way they are you would have 16 random colors scattered over the entire asset, not one ID per hair, but pretty random…