Yeti's procedural feathers provide an easy way of texturing with Chaos' VRay rendering engine.
When a feather object is generated an additional feather_uvw varying vector attribute is exported either as Projected (Default) or Parametric UV coordinates which can be selected on the feather object itself.
A VRayUserColor node may be used in your shading graph to access this custom attribute to be used downstream where the output R and G values with be the computed U and V coordinates of the feather.
With this new node created feather_uvw needs to be entered into the User attribute name parameter of the node.
The R and G values may now be used as input texture coordinates for texture nodes, here used to control a checkered texture.
When rendered the feathers should be texture accordingly.
Projected:
Parametric: