I have a technique which might be unorthodox but very efficient.
The idea is to deform your mesh into its UV map while keeping the hair attached to it, so you can render it into a UV texture :
I've used this technique on one model so far and it worked well.
Here's a part of the result :
it doesn't perform well on long or clumped hair
it renders ...
Here is a basic way you can fake it.
Create a new box mesh object that should be large enough to encompass a simulation covering an area big enough to produce the desired patterned area.
This Box would ideally be flat, narrow in one direction and large in two others (like say 10 x 10 x 0.2 units).
In the physics tab set it to Rigid Body, Passive and Shape ...
To instance geometry onto hair particles and have them use hair dynamics I created the geometry.
Then I added a plane with a hair particle system using dynamics.
On the geometry to be instanced using the hair I added a Particle Instance modifier and selected the plane containing the particle system as a target as the target.
The orientation of the mesh ...
They are now located in the geometry panel under render settings:
These settings are not actually per particle system as the location in the particle panel would imply, they're actually per scene. So not only are you not able to adjust them per system, what settings you have will be ignored when the model is linked into another file. Where you would then ...
Animation Nodes provides a set of nodes that returns some information about particle systems, however, non of which provides any information regarding hair children, and this is a known limitation in blender.
To get around this, we shall replicate the children system in blender's particle system using Animation Nodes.
Our input ...
Particles seem like a good start point.
I'd probably turn off random rotations if you want a more tame or regular look to the hair spikes to match the picture though.
If you are not satisfied with the result you can always convert or apply the particle system afterwards and adjust it manually.
You can adjust each hair strand/spike as an instance, as an ...
You can't, the fluid simulation system is not meant to interact with non-fluid object/forces/particles.
Keep in mind, that software such as Houdini is free for the apprentice version and allows to export geometry to Blender (as an obj sequence e.g.).
This answer assumes you are a proficient Blender user, given the complex context of the ...
Whenever it comes to differences with particle systems between preview and final render it almost always has something to do with the subsurf modifier.
Always make sure that you have the subsurf modifier enabled in Render and Preview mode when you use "Particle Edit" (cut, comb, etc.). I believe that you had it turned on, when you combed the hair, since it ...
Yes, this is what the "smoke flow" force field is for. Add one, point it at your smoke domain, and make sure hair dynamics is enabled on your particle emitter. If you don't want your hair to fall down due to dynamics being enabled, set the "gravity" field weight in the particles tab to 0. Note that all objects involved need to be on a single layer or else it ...
You'll want to be doing something with the tangents.
TL;DR Enable Advanced, set 'Rot' to 0.5 and play with the Normal and Tangent values.
You'll need to enable Advanced in the hair options:
Then go to the 'Velocity' section, under 'Emitter Geometry.' The 'Normal' value is set to the length of the hair divided by four. (Just don't ask me ...
Note: at the end of this post I am giving you a script that does all of that automatically
Stylized hair creation
The curves allow to create strands of hairs that you can quickly place and shape. You will need three things, the hair strand direction, a taper curve for the width and a taper for the shape to extrude.
Add a Curve > Bezier, in ...
You could easily do this with Blender's particle system
The key thing here is that the hair seems to be forming clusters or gathering to form small clumps of fur.
This effect can be achieved with the particle children and activating the Clump parameter. This will create this bunching effect.
Add a new particle system to your object
Check to use the ...
In Cycles select the mesh, give it a material, then go the Particles header and add a new texture in the Textures panel.
Prepare your black and white density map. Here's mine:
Next go to the Texture header, add a new texture (Image or Movie) and check the Density checkbox in the Influence panel. Note: I also checked the Lenght checkbox to make the render ...
Particle edit & Render as Object
Blender has some nice tools to work with hairs.
To assign planes to hairs, use the Object (or Group) option you can find in the Render panel of the particle system.
Texture the plane and all the particles will follow that.
You can comb hair particles in the particle Edit Mode.
Once satisfied, you can run the "Make ...
Particles will not render in particle edit mode, due to a limitation:
This is intentional, it's a limitation in the particle system code that both Blender Internal and Cycles suffer from. Not considered a bug at the moment.
So make sure you are not in particle edit mode when rendering.
In case you are wondering what the suffering is about, blender's ...
Yes. You can run a dynamic hair simulation. In the Particle Systems tab in the Properties panel, check Hair dynamics.
Key Alt + A to play. The hair should fall. You can adjust the settings shown above to differ how it falls.
I learned my stuff from here. You can also look into the Blender Reference Manual and YouTube videos like this one.
Collision with the emitter is not supported yet (2.77).
But there is a workaround for this problem. So you want to collide the hair with the emitter but there is no self collision? Well but collision with other objects works, right? Right! So you simply have to duplicate the entire emitter mesh and set it to a "fake self collider!
How it is done:
Step 1: ...
Important stuff I missed was:
Use Simple children instead of interpolated for this
Lots of steps in render settings (using 9)
Cycles Hair Settings -> Thickness to get better looking hair (subjective, I know)
Other settings can be seen in image below.
Now I just need to figure out how to get rid of that fur-ball attached to the monkeys chin...
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 ...
There are no material nodes needed. (Before cycles the material node were hardly ever used.)
The following steps assume you already have two materials on your object, one for the emitter and one for the particles.
With the material used for the hair active, go to the texture tab.
Add a texture and set the type to "Blend"
Set the mapping to "Strand"
This technique is called poly-hair.
There are a couple of different approaches but these are the basic steps:
1) Render/download a hair patch
Create and render out a hair patch created with the particle system.
Bake a normal map for extra detail in your render as well.
Make a couple of them so you get some variation.
2) The patches
Model a couple of ...
Instead of using particles, 4 array modifiers might be better.
Model one triangle, copy and rotate it 90° and give each one an Array Modifier.
Duplicate for the other sides. You can duplicate with ALTD instead of SHIFTD if you want to change the shape of your teeth later.
Yes there is a way, you said you used a skin and subdivision modifier.
Then the following should work:
Make sure to add the particle system at the end of the modifier stack
In the particle settings look for the "Source" Tab
Select "Faces" should be default, and check the "Use Modifier Stack" option.
That should look like this:
You can use a vertex group ...
If the surface that the particles are emitted from is affected by another modifier then you will need to make sure that the particle system's modifier is below the other modifiers. This is so that the particle system can 'see' the previous modifier's result (because blender's modifiers execute in the order they are in the modifier 'stack', with each modifier ...
Particle-duplicated objects will be centered on their origin points, also known as pivot points. You can move an object's vertices with respect to the origin point in edit mode by selecting all vertices and moving them until you have them where you want them in relation to the pivot.
Another option in object mode is to move the pivot with the options shown ...
Unfortunately, the short answer is "no, hair systems only interact with colliders, not other particle systems."
The slightly longer answer is that you might be able to make it LOOK like the particles are interacting with the hair if you set up a collision object that's within the hair. The particles could land on this invisible collision surface. Model the ...