New answers tagged

0

This code can turn Vertex Position into Vertex Colors,that all I Know.I'm a fresh. import bpy from mathutils import Color, Vector my_object = bpy.context.active_object.data vert_list = my_object.vertices color_map_collection = my_object.vertex_colors if len(color_map_collection) == 0: color_map_collection.new() color_map = color_map_collection['Col'] ...


1

You could try this: Create a UV sphere (here 16/8 vertices), cut it off, extrude the faces to give it thickness: Pull down the edges to create hair peaks: Scale 1 out of 2 edges: maybe triangulate the topology with CtrlT or try the Decimate modifier:


2

Ok here is my very personal way to solve this after drawing your hairs you need to check "fill caps" in spline shape then convert your hairs to mesh with good resolution for simulation Hit tab button and hit "a" button to select all your hair and hit "m" and by distance , and hit "Shift + n" create a vertex group and ...


1

Alright, i found it. Make a new preset of the particle system: Coming from other 3D programs, some concepts of blender really need quite a while to get used to.


1

The easiest way is probably to create a Force Field > Force (keep the strength rather low, here 1):


0

The answer was a different subdiv-level on the emitter object between viewport and render. I am not sure wheather it is a bug or not, but the render is fine when I use the same subdiv-level for the render. The effect may be related to the "Use modifier stack"-option for the hair systems.


Top 50 recent answers are included