

Maya/Bifrost: How to color instanced brush strokes to match the underlying mesh texture?
Hi everyone, I'm going crazy trying to set up a specific look in Maya using Bifrost and Arnold, and I could really use some help.
I have a low-poly car model with a 2D color texture applied via an Arnold material. I am scattering points on the car surface using Bifrost and turning them into quads (set_point_shape) to create a 3D painted brush stroke effect that sticks out of the mesh.
I want each instanced brush stroke to inherit the exact color of the car's texture underneath it, so the overall painted effect respects the car's colors (yellow, black, red, etc.) instead of just being all white or solid black
What is the correct, standard workflow in Maya/Bifrost to distribute instanced shapes on a textured mesh and make them pick up the underlying surface colors accurately for rendering in Arnold?