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So I have this towel render; everything seems to look fine about it, except that little distracting point of floating fur at the top which just ruins it.

Looking a tiny bit into the scene, I found the hair is built at exactly the origin point, and changing it will render the hair in the set place.

I could surely move the origin point out of the camera, but if I wanted to rotate it, scale it or animate it in a way that involves it, it'd be really important to have it in the appropriate location, meaning the hair will have to be rendered there as well.

So what exactly causes the hair to just... appear there?

Here are the particle settings if that matters BTW.

Edit: Here's the .blend file for more clarity, though this is a pretty small issue: https://www.dropbox.com/s/bejfakblkf8ntuj/extowel.zip?dl=0

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  • $\begingroup$ Isn't that "floating fur" just the object origin? I can't see anything else there... can you show a close-up render of that zone, so to be sure it's visible? $\endgroup$ – m.ardito Jan 29 '17 at 14:28
  • $\begingroup$ The floating fur is visible in the "towel render" link, the second image is just there to show that indeed that floating fur point is being built at the origin point. $\endgroup$ – Wiirexu Jan 29 '17 at 14:50
  • $\begingroup$ oh yes, now I get it, sorry (I thought that was a reference..:D).. weird... if nothing works, try sharing the file, if possible (preferably through blend-exchange.giantcowfilms.com) as the setup is not easy to reproduce... $\endgroup$ – m.ardito Jan 29 '17 at 15:28
  • $\begingroup$ If I had to guess (which I do because the link doesn't work, it just takes me to my dropbox) I'd say you have some rogue geometry at that spot, you could select a vert, ctlr L to select connected, ctrl i for inverse and x, and to try and delete it. That or you have an odd stack order with a cloth sim. Or post the blend for a real answer. Really nice render btw. $\endgroup$ – photox Feb 1 '17 at 18:01
  • $\begingroup$ The link is fixed now, btw, I've looked and couldn't find any geometry located in the origin point of the mesh. The cloth sim is already applied so I don't think that should be a problem. $\endgroup$ – Wiirexu Feb 1 '17 at 18:21
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I had the same problem, and somehow fixed it by checking "Use Modifier Stack" under the "Emissions" tab in the particles menu.

Alternatively, this was also solved when I went to the object modifiers menu and moved my particle system above my subsurf modifier.

(I know this is an old question but I came across it when I googled the same problem, so hopefully this helps someone else!)

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  • $\begingroup$ Moving the particle system above the subsurf modifier is a bad idea, since then all particles are created on the unsubsurfed model. After this follows the subsurf modifier, and now some particles may not be correctly placed on the surface anymore. Use Modifier Stack is the only correct approach, although I don't know why Blender does not behave this way by default. $\endgroup$ – Grimm Mar 5 at 16:54

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