Hi Michael
Thansk for confirming the method for producing a hair shader in Mental Ray. I had got as far as setting up a Ramp Shader withg WU coordinates linked to a Arch & Design material. But it was late night and I could not get the variation to work, think a long day at work clouded my judgement of which setting to use for UV layout of variation map. I have now worked out a shader network, thanks again for pointing me in the right direction.
I have set up a Arch & Design material with dffuse channel linked to Noise (set to Explicit Channel, UV Tiling no W). This will provide the variation of hair colour between strands. Then I linked a Gradient Ramp to each of the Noise slots and set these to WU coordinates for root to tip coloration. This is the simplest procedural version of a Mental Ray Hair Shader. I will probably build on this as a base to increase the level of realism in future projects.