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3

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 ...


0

The number of segments (50) under Emission is not what you see in the viewport. There are a few other settings that control this. Two of them are in the Particle Settings first located in Render > Path > Steps: 5. Increase this value for the render. It's a value of the power of 2 but the default value (3) can be too low. 5 is a good value. the other ...


2

It's because particle system uses the origin to put hair. Move the hair particle's origin down - Cursor to selected like vertex at the base, then Origin to 3D cursor. Then it works as expected.


2

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?


1

Okay, here is another solution using Geometry Nodes. You can always adjust the number of columns and rows and distances between the objects and of course add and delete objects from the instancing group: I have a shelf with, let's say 4 columns by 6 rows. I know from how I created it (or maybe because I'm recreating some real-world example) that the center ...


1

Its a success guys, I'll share the result here I put a small plane in the middle of the box as an emitter like this Here's the settings I used, its kinda similar to Chris' settings since I'm gonna move the "wall" and animate it, the bottles/particles will be left behind. So the trick to make it still follow the emitter is by turning off the ...


4

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 ...


1

if you apply your solidify modifier, the particles will be outside like this: And as @Blunder said, the even better way is to check the "Use modifier stack" checkbox in the particle settings, because it is a non-destructive way of doing this.


1

It seems you can't use both a Taper Curve and Control-Point Radius (which AltS adjusts,) to control the scale of a curve's bevel. You have to choose one or the other.


2

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 ...


4

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 ...


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