Having trouble with hair particle system on a vertex group on version 2.74.

I have a single head mesh (post mirror-apply, already checked MeshLint and normals) with multires modifier on. I created a beard vertex group to control the area to grow my beard/mustache.

enter image description here

When I specify my beard vertex group under "density", the generated hair only stays in the vertex group area on one half of the mesh, and spreads outside the area and onto parts of the face, neck, and ears in the other half.

only with density specified

When I specify both "density" and "length" to my beard vertex group, the generated hair does stay in the vertex group area on both halves of the head mesh, but there are glaring bald spots despite having "Even Distribution" toggled on.

enter image description here

I'm hesitant on resorting to replicating and separating parts of my mesh in order to control hair growth, which gives me the expected correct behavior. How do I do this without resorting to this hack?

enter image description here

Not sure if anyone could provide any assistance on my problem.


1 Answer 1


You should use the Weight Paint mode to create your vertex group. Make sure you Apply Transforms on your mesh aswell.

Regarding "separating part", creating 'scalps', I think it is a better way to go especially when using animated characters.

Vertex WeightPaint

Post a blend file if you still struggle.

EDIT: The Particle tool has a known bug when used with subdivision surfaces, and Multires. So it's "normal" and is being solved. (SOURCE: https://soundcloud.com/blender-institute/podcast-ep-006-flexirig @ 12:50mn)

  • $\begingroup$ I had a similar problem. Applying subdivision surface really helped. $\endgroup$
    – aky-her
    Feb 13, 2016 at 9:57
  • $\begingroup$ I'm also having problems relating this issue. It also occurs when you have a bevel modifier primarily to the particle system. $\endgroup$
    – Delagone
    Apr 2, 2017 at 16:15
  • $\begingroup$ @Delagone what is the order of your modifiers in the stack? $\endgroup$
    – melMass
    Apr 2, 2017 at 16:17
  • $\begingroup$ @Akelian Like I mentioned, I first added a bevel modifier followed by a particle system. Had this problem occuring on several projects since Cycles supported GPU hair rendering. Didn't know why but after reading this question it has come apparent that this is a bug. $\endgroup$
    – Delagone
    Apr 2, 2017 at 17:32

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .