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 ...
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 ...
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 ...
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 question. ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 absolutely can.
Make particles come from verts, uncheck "random order" and input on the "number" the exact number of vertexes you object has.
8 in the case of a cube.
Crazy shape? No problem!
Just match verts and number of hairs.
Wanna use a collection of objects? No problem!
Just make sure the origins are all consistent.
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.
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 ...
Use the technique by Nazar Noschenko in his Youtube Tutorials
Multiple Particle Systems for different parts of the scalp with few parents and many children to have maximum control.
Messy hair is the result of positional varation and well-placed hair strands (parents). I'd advise to use multiple systems for "types" of hair.
Messy realistic hair ...
A very easy way to do this with a nice animation is geometry nodes.
So just add a cube, subdivide it a few times, and scale it big enough.
Then add the geometry nodes modifier to it.
Add this node tree to it:
So you get this:
and you can animate the two factors and you will get this:
I just used a torus for your "co2" -> just replace this ...
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 ...
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 am guessing you are using a hair particle system for your grass. If so: Use a vertex group and weight painting to control placement of grass (and its length, if you want; see : Increase Intensity of Vertex Group ).
In edit mode, subdivide the mesh on which the grass is placed, select the mesh squares outside of the house and assign them to a vertex group....
Basically the problem you're facing is that blender is storing a large amount of memory for the undo steps.
You can change this by going to File -> user preferences, under the Editing tab you'll find a section called Undo.
Here you can adjust the number of undo steps and memory limit.
The lower the amount of undo steps, the less memory blender will have to ...
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"