On the emitter, get the texture map and use Color to Brightness to set an attribute. You’ll use this attribute to filter the Generate Sample Set.
On an empty point cloud, use Generate Sample Set to add points. Use the emitter attribute to filter the added points.
Suppose you have some per-sample attributes on a mesh. For example, suppose you’re getting the texture map colors from another mesh like this:
The Show Values makes it look like you’re getting one color per vertex, but that’s not true.
If you do a Show Values like this (numeric), you’ll see that you’re getting multiple values (one per sample).
To see all the values as colors, you need to offset each Show Value. Otherwise they just stack up on each other, and it looks like just one color.
Here’s the ICE tree from the first half of the Transforming through textures master class.
The ICE tree, together with an animated mesh, gives an effect something like this: