Mappable Parameters and Particles
Mappable parameters are parameters that can be connected to weight maps, texture maps, and UV properties. The purpose of mapping is to modulate the effect that a parameter has using the values of the map. For example, you can change the rate of emission of particles according to the saturation or luminance values on a texture map, effectively reducing the rate of emission.
All mappable parameters are identified in their property editors with a connection icon. 
Mappable parameters are discussed fully in Parameter Maps
[ Scene Elements ].
Weight Maps
You can apply a weight map to any mappable particle parameter.
For a basic procedure of connecting a weight map to parameters, see Parameter Maps [ Scene Elements ].
A texture map is the combination of a texture projection and an image. It has most of the attributes of a texture (including the projection parameters) but it cannot be rendered. To create a texture map, you select the texture projection method, then link an image file to it. The combination creates the specific texture map.
Instead of one value being applied over the surface as with a weight map, a texture map applies a color. A texture map works by averaging the RGB values in the image file to come up with a value between 0 and 1. Any value over 0 has an effect on the connected parameter. The greater the contrast in the image, the more pronounced the effect on the connected parameter.
You can apply a texture map to mappable parameters for the Particle operator.
• For a basic procedure of connecting a texture map to parameters, see Texture Maps [ Scene Elements ].
• For an example of how to use texture maps on particles, see Example: Mapping Colors to Particles.

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