You can apply textures to splines, which have intrinsic UV's. To create variation you might need to have a few descriptions with different generation seeds and materials but as a very simple example:
![Splines.png Splines.png](https://forums.autodesk.com/t5/image/serverpage/image-id/239543iF41C384DEC4152A7/image-size/original?v=v2&px=-1)
These are just regular splines, whose pivot is always at the base, with a slight bend applied
With a phong shader attached to the description you can just apply a texture map to the color and transparency channels:
![TexturedSplines.png TexturedSplines.png](https://forums.autodesk.com/t5/image/serverpage/image-id/239544i8DA6D73353ADC091/image-size/original?v=v2&px=-1)
With ray traced lights, the shadows should work as expected with a little extra setup
![RenderedSplines.png RenderedSplines.png](https://forums.autodesk.com/t5/image/serverpage/image-id/239545iCFD1D82CDE61B37A/image-size/original?v=v2&px=-1)
I used an aiStandard as the surface shader and the phong as the material shader (as aiStandard doesn't display correctly in the VP
![aiStandardVP.png aiStandardVP.png](https://forums.autodesk.com/t5/image/serverpage/image-id/239548iF6C0C3143A9F9702/image-size/original?v=v2&px=-1)
and the phong doesnt render the transparency in Arnold correctly
![phongRender.png phongRender.png](https://forums.autodesk.com/t5/image/serverpage/image-id/239550i960873A33E92E2C6/image-size/original?v=v2&px=-1)
but it's simple enough to use one for the VP and the other for the render:
![network.png network.png](https://forums.autodesk.com/t5/image/serverpage/image-id/239552iA3878600118C99AC/image-size/original?v=v2&px=-1)
with some simple randomization via a global expression, with just one texture:
Cheers
Michael Todd
XGen Product Owner and Designer