Well what that would do is apply that number to the shader, but since it's the same shader on all objects the change would be applied to all objects. What I've decided to do is the following. I've got 12 geom objects that are each a little different. Each has it's own shader so I've added a remapHSV node to each one. Then I added a locater as a control object and scripted some variables to be able to control the amount of HSV variation for each shader. Example. remapHsv01.hue[0].hue_FloatValue = (controller.hueVar * 1.0)); remapHsv02.hue[0].hue_FloatValue = (controller.hueVar * 0.5)); remapHsv03.hue[0].hue_FloatValue = (controller.hueVar * 0.1)); Unfortunately, every particle will not be unique, but with 12 variations of the shader and 12 different models it should be convincing enough. Especially once all of motion, lightings, and motion blur are factored in. If anyone can think of a way to do it right so that every particle gets a unique value, I'd still love to hear how you do it. Thanks, -dann