Is it possible to have a particle system emit particles based on the alpha channel of a texture? I would need to emit particles only from the parts of an image texture that are not transparent.
1 Answer
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you can add texture to the particle system :
then change the influence from time to density in the texture tab :
in the texture tab you can change the mapping, enable/disable Alpha ; by default it will use the alpha channel and emit from the non transparent part
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$\begingroup$ This is great and it still works in 2.82a. You can also add a color ramp for fall off control. $\endgroup$ Commented Apr 7, 2020 at 18:06