Weight paint is a somewhat confusing term, because you're really only painting the vertices. To be able to cover the plane with finer granularity, you need to subdivide it, giving it more vertices to work with. Weight painting, after all, is just a visual way to set the weights in vertex groups.
Here's a plane that's been subdivided:
Here's the same plane ...
You could make an object follow a curve with a Follow Path constraint, then give it a particle system with Emission > Number > as many as the amount of frames you need for your animation, Source > Emit From > Vertices, Velocity > Normals > 0, Field Weights > Gravity > 0, Vertex Groups > Density > Group (with a single vertex as ...
Here's what you can do:
Here's your eyebrow's replica:
I added a Subdivision Subsurface modifier too (This doesn't work as desired unless you have quite a good amount of vertices. More vertices equals more control).
Added the Hair particles and kept the length long to make the change more apparent.
Disable the particle system, go into Weight Paint mode (...
As Benus wrote in the comment, just add a collision modifier to your eyes.
Right eye: with collision modifier added.
Hairs and softbodies do not react on rigid bodies. They need a collision modifier to be recognized as effector objects.
BTW: nice pimp up of Polyfjords model! ;)
One way would be using geometry nodes.
So if you have the shape of your city:
you can add a geometry nodes modifier to that shape with this node setup:
You should put your buildings in the collection.
yes, you have to "imagine" that the torus, cubes and cones are your building. By changing the distance min parameter, you can change the ...
I got this result by adding a ground plane with collision, adding a plane as emitter with object a subdivided plane.
Then I tapped the "make instances real" button on the emitter and hid my emitter in render + viewport. Then I moved all my leaves to a collection called leaves. Then I added cloth to all that instances.
Add some wind and turbulence ...
I believe the problem is the uneven-ness of the distribution of your vertices across your mesh. Hair particles spawn on your vertices, or faces (you can select which one). Hence, in places with higher vertex counts, there will be more hair particles. My suggestion is to go into Edit Mode, select all the "bald" faces and add more geometry. You'll ...
The origin needs to be at the base of the particle object. If I select one of your particle object, here is what we can see, it's not the case:
Also you have a Clip problem, in the N panel > View > Clip End, lower down the value to 100000 m for example.
It doesn't work with metaballs because they are actually just empties. Then a mesh is formed with SDF functions. Therefore the mesh you see is actually one object/instance so it doesn't carry separate particle data. The object Texture Coordinate can still be used for a similar, but definitely not same effect.
You can put your forces in collections.
Then you can use these collections in the particle settings as "effector collection". Only the forces in that collection will affect your particle system.
As you can see in the image i have two particle systems (red and blue), one has "Effectors1" as effector collection (red), so the particles react ...
As Gordon mentioned:
Change your lifetime to a bigger frame/value like e.g. 100
result, if you changed the lifetime to 100:
or, if you just wanna "see" them, but they shouldn't be simulated, just check "dead" here:
If you want to remove some loops after a subdivision, it can be relatively easy:
Switch to edit mode, edge select. Select a ring loop by ctrl alt selecting on an edge:
Use a checker deselect operation to deselect every other edge:
Use select edge loops operation to select the loops from selected edges:
Then dissolve the edge loops:
Note that what is a ...