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So i made a bunch of trees and they all use particle systems for the foliage. The base foliage object that i used for the particles gets render with the scene, but if i disable its collection or the single object from render then all the trees lose their foliage as well in the render. I'm looking for a way to hide only the base foliage mesh i used for the particle systems without losing also the particle systems in the render. I know that i could move what i don't need out of the camera view, but i want to keep it as simple and tidy as possible because it's a really heavy scene.

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Disable "show emitter"

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Will have effect in rendering only (not when viewport shading is set to rendered).

Seems I've misunderstood the question. To hide the original particle object, put it in another collection and disable this collection for rendering.

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Note that if the PS instances are based on a collection, move this collection in another one and disable this last one for rendering.

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  • $\begingroup$ but this just hides the trunks, i want to render the trees but not the original foliage meshes i made to be duplicated in the particle systems if that makes sense. the ones that you select in the "render as" particle settings. $\endgroup$
    – Jack
    Commented Oct 17, 2020 at 13:40
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    $\begingroup$ Oh, ok. In this case put this base mesh(es) in a collection and disable the collection for rendering. $\endgroup$
    – lemon
    Commented Oct 17, 2020 at 13:42
  • $\begingroup$ that's what i did, but it removes the particles systems from the render. if i disable the base collection from render i see only the trunks of the trees in render $\endgroup$
    – Jack
    Commented Oct 17, 2020 at 13:47
  • $\begingroup$ Trunk and this object should be in two separated collections. Trunk in rendered one and this base object disable rendering one. $\endgroup$
    – lemon
    Commented Oct 17, 2020 at 13:52
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    $\begingroup$ If it is a collection put it in another one. and disable this last one $\endgroup$
    – lemon
    Commented Oct 17, 2020 at 13:57

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