Creating the procedural
Select the pelt object and press  to open a Render Tree. Get a Fractal node (from the Nodes > Texture) and a Color Matte node (from the Nodes > Color Channels). Connect the Fractal node to the Input of the Color Matte node and the Color Matte node to the Ambient and Diffuse input of the Blinn node. Open the Fractal PPG. In the Texture tab, click the New button and choose Planar XZ. Switch to the Advanced tab and set the UV Remap Maximum to 5 for all three axis.
Transfer UV’s to the Hair
Select the Hair and from the Modify menu choose Transfer Map. Press  to open an Explorer. Expand the Pelt > Polygon Mesh > Cluster > Texture_Coordinates node and pick the Texture_Projection (Planar XZ). This will copy the UV information from the mesh to the hair operator. With the hair selected, press  to open a Render Tree and press [Ctrl] + [V] to paste the nodes from the Pelt material. Connect the Color_Matte to the DiffuseRoot input of the Hair_Render node.
The project files used in this tutorial can be found at: http://www.redi-vivus.com/Caffeineabuse/HairProceduralColor.zip