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.
It has to do with the Solidify modifier, I guess if you leave the Solidify on top of the modifiers stack and don't activate the Emission > Source > Use Modifier Stack (which would make the object emit both on bottom and top, it's not what you want) it considers that one side must be the emitting one and not both, and it may not be the one you want. In ...
Turn on advanced, go into physics, and add just a little bit of Brownian motion will go a long way.
It's worth noting that your Children viewport setting is 1/10 what will be rendered. Hair systems can be RAM intensive, beware. Save often.
You could try it with a curve that you bevel with a second curve as Bevel Object and a third as Taper Object. For the material it looks like a painted picture (a bit more stylized than what I've used here), so maybe use an image editor then import into an Image Texture node? Then duplicate, and probably convert to mesh to work the shape a bit more precisely (...
The issue is you have too little particles (and too many children particles). The 'clump' setting makes the children particles follow the nearest parent particle direction. Since your parent particles are so few, they are far apart, and all the hairs in between are actually children particles leaning in the direction of the few 'parent' particles, and that's ...
it is a pretty basic setup, i just show a basic solution - it is not modeled with a shelf, i just took a grid because you didn't provide your blend file and I don't want to waste time.
So here we go:
add a grid
add a torus, a sphere and a cylinder (or whatever objects you wanna have)
add a collection and move all objects from 2) in it
add a particle ...
The viewport and the render being different likely has to do with the children settings. Change the number of children to be the same for render and viewport. If this doesn't work, check out the render and viewport display panels, then finally the Hair panel in the Render tab (as opposed to the PArticles tab).
Or you can use your head object directly.
Select faces, go to Data Properties > add Vertex Group > Assign
Add Particle system and under Vertex Groups > Density > choose created Group
(now particle will grouw from this red faces)
To let them grow only on one side, move Particle modifier above Mirror modifier in stack
You can import a UV Map as a mesh to attach and render hair particles to.
In the UV Editor UV > Export UV Layout of the model's uv map and save as a svg file.
File > Import the newly created svg file.
Convert svg to mesh.
Join the svg mesh with itself.
Remove any double vertices with Merge by Distance
Create an Orthographic Camera looking at the svg ...
You almost did it, just a few things to fix:
decimate the number of faces of the cylinder with the Decimate modifier, un-subdivide. The faces get multiplied by each particle. In Object mode, right-click the object and select Shade Smooth, and will look the same with only 300 vertices, that's 1/10th.
lay down the cylinder along the Y-axis by a -90° rotation ...
Put the streetlamp model and the light emitter into an own collection, let's say you call it "streetlight".
In the Particle Emitter settings under Render > Render As choose "Collection".
For the Instance Collection choose the created "streetlight" collection.
Check "Whole Collection" underneath. This is usually not ...
Having other maps such as normal map will cause all hair to show as black, I duplicate the material and disconnect every texture input other than base color, then assign it as the active material in the particle system to fix this.
I had a similar issue pop up which is unrelated. The hairs had desynchronized from the source mesh and were projecting the UV ...
This hair is not a "hair" made with Blender: Blender does not recognize it as hair. This is simply edges and edges cannot be shaded without faces.
Enter edit mode, select all A and give a very little extrusion E to the mesh (less than a millimeter or around that).
In the shader part, change the "hair BSDF" by a "Principled" ...
There are several aspects related to the realist appearance of fur in animals. Four of them are density, length, distribution of the fur, and texture.
See this image as an example:
It is possible to see that the head fur is smaller than the torso one and in the monkey face there is almost none fur. The fur at the top of the head, for example, is slightly ...
Copy the shader you used for your terrain onto your grass, but use "object" texture mode instead
While you could choose to apply the terrain texture directly, I chose to multiply the original grass texture with the terrain texture. This way, the grass retained it's colour but would be lighter where the ...
It's probably the Hair Shape settings that are set too high (default values) and it looks like this:
To better see what's going on, go to Eevee, and set the Hair → Hair Shape Type to Strip. This gives you a better idea in Material Preview/Look Dev mode of how the hair actually looks like when it's rendered in Cycles. The hair particles now will look thick. ...
Add a particle system to a UV Sphere object set to emitter. Make sure the number of faces in each direction of your sphere matches the desired amount of ellipsoid loops you want in the final setup.
Under Source set to Faces, turn off Random Order and Even Distribution and set Particles per Face to $1$.
Under the Render panel pick your ellipsoid and turn on ...
If you click on "whole collection" you get this:
but i just wonder why not all house have lights!? is there something like a maximum number of lights? If i turn down the number of particles, then all houses get lights.
found it: max number of lights is 128
(eevee) Lights limit?
Combine a Short Hairstyle with a Dynamic Ponytail
Since the main hair doesn't move, but only the ponytail, you can leave the main hair static and make only the ponytail dynamic (plus dynamic bangs, and another layer of fly-off hair if you want more realism.) It's like a hair extension and fairly easy to do.
Turnaround of the ponytail hairstyle
The issue here is that while while the particle system is indeed pointing the objects towards the global z, it is pointing the front of the objects (in the +y direction i believe) towards the global z. In this case, you want the object to stay standing up, so if you rotate the original mesh by 90 degrees, the correct direction will be aligned to global z in ...
It seems like it is not natively possible for now, but here is a Heveti's script
switch to Particle Edit - move at least one hair a bit to initiate hair editing
enable Hair Dynamics and Play animation to simulate hairs
move to frame where dynamics should be applied
lt- copy&paste script into blender's Text Editor and Run Alt+P script
Now when you ...
From the Blender Manual
on taper objects.
The taper curve is evaluated along the local X axis, using the local Y axis for width control. Note also that: Tapering a curve
causes it to get thinner towards one end. You can also alter the
proportions of the Taper throughout the tapered object by
moving/scaling/rotating the control points of the Taper Object. ...
I'm not exactly sure if I understand your question correctly, but you can easily animate particle scale:
In your particle settings, under "Render" right-click on "Scale" and choose insert keyframe. Alternatively, you can click on the small dot right to the box.
Then, go forward in your timeline, insert a new value for "Scale" ...