Yeti's procedural feathers provide an easy way of texturing with Autodesk's Arnold rendering engine.

When a feather object is generated additional feather_u and feather_v varying float attributes are exported either as Projected (Default) or Parametric UV coordinates which can be selected on the feather object itself.

For each attribute an aiUserDataFloat node may be used in your shading graph to access these custom attributes to be used downstream. 

You will need to create two of these nodes, one for the feather_u attribute and the other for the feather_v attribute.

With both of these created, they can then be used with any of the Arnold texture nodes as inputs for the U and V coordinates.  Here is an example of how they may be used with an aiImage node. 

When rendered the feathers should be texture accordingly.