I am using a hair particle system to scatter grass around an object, as well as geometry nodes to scatter kelp (since the kept itself has a hair particle system that can't be scattered with another hair particle system)

Whenever I enable the geometry node modifier, the hair system immediately disappears, without being hidden. This also happens in the final render. I have no idea what's causing this or how to fix it, does anyone have an idea?

(I do not want to just duplicate the emitter object or make instances real which would add more vertices to the scene, I just want the two systems to display at the same time)

Here's a video showing the issue

I have attached an example file with this issue below for you to mess around with:

  • $\begingroup$ Do you need the particle system to be on top of the modifier stack? $\endgroup$
    – lemon
    Jan 22, 2023 at 16:55
  • $\begingroup$ The position of the particle system doesn't change anything, sadly $\endgroup$
    – Aci
    Jan 23, 2023 at 8:01
  • $\begingroup$ set the particle system first in the stack, and in the GN, realize instances before joining them back to the input mesh. $\endgroup$
    – lemon
    Jan 23, 2023 at 8:06
  • $\begingroup$ Converting any instance to a real object won't work, as it would add way too much geometry to the scene $\endgroup$
    – Aci
    Jan 23, 2023 at 8:35

1 Answer 1


After batteling with this for months I finally realized that, in short - you can't fix this. Blender just can't deal with particle systems on geometry scatter nodes. The way I solved it was by duplicating the emitter object and having one of them emit the actual grass hair system, and using the other one to scatter objects with the geometry nodes, then hiding one of the emitters in the render.

This is a very unclean workaround, but the best you can do.


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