I want to make the falling autumn leaves. I did a system of particles, but when the leaf particles reach the surface, (to which I applied collision modifier), they do not entirely remain on the surface, but are "stuck" in it.

How can I make particles not pass through the surface and not get "stuck" in it?

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  • 2
    $\begingroup$ I think I can get you an answer by the end of the day. I'm fairly sure it's because particles are point based, so they're only detecting one collision point instead of a full mesh. I think the way to go is either rigid bodies, or soft bodies. Rigid bodies would probably be easier. $\endgroup$ Apr 21, 2015 at 13:37
  • $\begingroup$ Thanks, @TARDISMaker, but in this case i will have to manually create each leaf?.. And how to make them rotate and move naturally? .. $\endgroup$
    – Rumata
    Apr 21, 2015 at 13:46
  • $\begingroup$ @MaximVelichkin Just add rigid body properties to the meshes the particles are duplicating $\endgroup$
    – J Sargent
    Apr 21, 2015 at 14:09
  • $\begingroup$ Probably with some force fields. Wait, do you need them to start at different times? If so, I might have to think about his a bit harder. I have a method, it's just not very efficient compared to particles. @NoviceInDisguise applying rigid body the original mesh contols the particle collisions? $\endgroup$ Apr 21, 2015 at 14:19
  • $\begingroup$ @TARDISMaker Thank you! I think in this case,to make particles fall to the surface at different periods of time, I can use multiple emitters with different settings. Nevertheless, I am very interested to know more about your method! Now, however, two major problems are: 1) Particles "stuck" in the surface. 2) particles continue to rotate after the fall on the surface (I post it in another question on this site, but so far no response). $\endgroup$
    – Rumata
    Apr 21, 2015 at 14:47


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