Here is perhaps a solution, using the closest_point_on_mesh operation. I just enhanced to test the extreme vertices (bound_box) on the object being placed to be sure that it is placed completely within the floor bounds. I tested with on odd shaped floor (not just a rectangle plane). Note that this solution assumes that the floor has many vertices (...
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. ...
The passport is made from a dissected cube with one half hinged up a little from the fully opened flat state.
The paper is from duplicating the two upper faces of the green cover and separating those with 'P'
(in Edit mode) so paper and cover become two individual objects. The paper is raised a little so it's a whisker above the cover, then parented (CTL-P) ...
The Particle Instance modifier seems to do the trick.
Basically any object with the particle instance modifier draws the result of the simulation you point it to. but the object itself can be animated and does not actually influence the result of the simulation.
I can't reproduce your issue ... so I would say for two reasons
Enable Output Properties > Output > Image Sequence > Overwrite
or try under Particles Properties > Cache > Delete All Bakes and Bake All Dynamics again
This delves into the concept of normals, and mathematical planes. My short answer is to extrude the plane a bit, then recalculate all the normals in the Mesh menu (make sure to select everything first). This will turn the plane from a two dimensional area into a three-dimensional object, and will allow it to emit hair from both sides.
If you don’t want the ...
You can bake object transformation into keyframes using Set Keyframes node. It should work.
If you don't want to bake animation then try this method:
Step 1: Create empty objects using Object Instancer and do whatever animations you want to those empty objects.
Step 2: Create instances of actual object having particles using Object Instancer. Then unlink it ...
You are lucky more than me :) I got particles emitted only from a one frame (tested with 2.79, 2.83, 2.93 and according to this answer and its link to devs (also seen as closed bug report with this topic in 2017) ... seems like limitation persists. So what you see in your preview is a pure love of God :)
So ... seems like the only one option to control ...
Ok. You have Fluid modifiers everywhere! On the Scalp, on the Body and, on the (hidden) Hat object. (How did that happen?)
Here is a fix list ;-)
Remove the Fluid modifiers from the objects
When you remove the Fluid modifier from the Scalp object then the main hair will be modified (2nd picture of the model in the question). There is a long "children&...
You need to delete your lighting cache and rebuild it before rendering it again. Try with lower cubemap sizes, lower diffuse occlusion size, and lower cube size and cascade size for shadows. Haven't tried reducing the 'Dots' in Irradiance volume's , but do try if everything still fails.
Also if possible, since most particles-related renders are related to '...
There is a reported bug In Particle Edit mode, Emitter particles are not visible in the viewport. It is about Emitter particles, but Hair particles are not visible either in Blender 2.91.
As a workaround you can
bake/run the simulation
convert the desired frame to a Mesh object in the modifier's panel
use the add-on Hairnet 0.6.3 (for Blender 2.9.1) to ...
Here is another example of an "active" water wheel that is affected by the water particles. As noted by others, much tuning would be required to make the weight and velocity of the water affect the wheel, include the friction and weight of the wheel itself. But this is proof of concept that this can be done in blender.
I had the same issue and solved it in a different way.
I went back to Weight Paint mode (the one where you paint a heat map) and noticed that the heat was also painted on the bottom surface of the icing.
You can delete or paint it blue again by setting the Weight of the brush to 0 and just smearing around a bit. It should not go through so when you're ...
Vertex groups are one method of controlling where particles generate, but there are also particle textures.
Create a texture from your color ramp (one way is to connect the color ramp node direct to material output, then bake). This should be an image that is full black where you don't want particles and full white where you do.
Then in the Textures panel of ...