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To prevent internal or viewport cache errors, save your particle cache to the disk before rendering. Enable Disk Cache under Particle Properties > Cache and click Bake all Dynamics: Cache panel Frame 7200 - 7325 cached to disk and rendered with Eevee For several reasons but mostly because of the colour range provided by some of the available image ...


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Issue comes from particles self collision (so boundaries). In your case if you Display as Circles, you can see they are overlapping, set Render size to 0.02. Particles stops to explode. To see particle's collision boundaries switch Viewport display > Display as Rendered to Circle. Adjust Size value, so circles doesn't overlap. The same value set in Render ...


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I'm going to answer by assuming what you are trying to achieve because it isn't really clear. Add a collection and model your planks inside it. Outside the collection, add a plane object, then add an array modifier to it. In edit mode scale it along the y axis so that is is about the width of your planks. Add a particle system to this plane. Set it to "...


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The viewport has still several update issues. Scrubbing the timeline back and forth and jumping to the first frame ShiftLeft Arrow can help forcing the viewport to update (sometimes). To make sure the particles are rendering as expected I always enable Disk Cache and Bake all Dynamics (Particle Properties > Cache) before rendering, which works in this case ...


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In the particle settings select the Use Count for your collection. Then change the count for each item in the collection. See the settings near the yellow arrow in the image above.


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I'd suggest to do it the other way around: Having diffrently colored objects in a collection and instancing them via the particle system. In the render tab of the particle system choose reender as collection. Option 1: pick random. (even distribution) Option 2 if you want more controll how often the objects are instanced in relation to each other you can ...


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You can either use the Vertex Weight Edit modifier or, more simply in this case, the Vertex Weight Mix modifier: Which will let you subtract the band group from the circle group: Ensure 'Use Modifier Stack' is checked in the particle system..


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Perhaps part of a solution. On the far right a single mesh has many triangles. In the middle the mesh has some randomness introduced by user actions. On the left is a render of particle system with minimal overlap and some randomness. Of course my views are focused on a top down view for explanation purposes. Your views will have artistic intention. A ...


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If you use the Hair particle then a fixed number of particles will be created and their number and position won't change over time as your animation plays. So this is good for hair, sprinkles, or grass. If you use the Emitter, the number of partciles will change over time. So if you play your animation, you'll see the object starts emitting particles that ...


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I apologize if I did not explain the problem thoroughly. I found a rather simple way to achieve the effect. I first made a gradient and mapped it to a plane. By setting the particles to use the uv map of the plane and checking "From Instancer", I used the gradient to determine the factor used for transparency. By animating the location of the gradient I ...


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In the shader nodes for the particle material consider using the particle info node . The particle info node is only compatible with the Cycles renderer and not Eevee. Particles have a lifetime and a current age. The math nodes use this info to change a number for each particle from 1 to 0 which is used to change the transparency. Of course the math ...


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Mesh on left which has a UV Map. Particles start emitting in the darkest region first of the texture first. Note the frame number. The yellow arrow arrow on the upper right indicates to use the image as general time / emission time. The yellow arrow on the lower right shows a texture associated with the particle system. Image above. Click to see larger ...


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First question: it can be done in Blender in versions before 2.5, for example in now very old 2.49b. The file locations for download is here [1]. The mechanism you are looking for is called 'reactor particles'. It was unfortunately not re-implemented in 2.5+ series. In Blender versions from 2.5 to 2.83 you can not do the effect of spawning particle with ...


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The best solution so far is to apply the mask texture to the hair material. This can to not work smoothly with animations, but ok for still renders Here is the video titorial on how to manage it Hope that things will become better with the upcoming hair node system


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Under the Properties Window > Particle Settings tab make sure your Particle Physics are off by changing from Newtonian to None, if you don't need them. If are planning on animating them, or require physics try turning down the Initial Velocity parameter. Also make sure you Particle Modifier is right after the base mesh, not after any other constructive ...


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Based on the conversation, i would check out the object that is used for the bubbles, should that be animated and shrink, it would also reduce the particles size. Below the direct relation between size of the object and the resulting nearly dissapearing particles:


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Just adding a plane under the ground to block the light from the hdri worked to fix it. But why did this happen in the first place? Light shouldnt be able to pass through intersecting objects.


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To know why this is happening, first you have to understand how alpha works. A transparent image(image with 0 alpha) doesn't mean it doesn't have any color(rgb values). For example: A pixel can have red value of 255, green value of 100, blue value of 0 and alpha value of 0 (RGBA=(255,100,0,0)) In the both of your image, the RGB value is the same, but they ...


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I figured it out by using some settings in the particle system itself(If better result, please share it with me). I assigned the same particle system to both planes here, small one got 1 face and big one got 4 faces as big as the small plane. I cranked up the Hair number to 50k but assigned only 500 per face. So both planes got the same hair density.


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wip Answer Via the Particle Edit Mode it is possible to subdivide single Hairs, therefore it should be possible to recreate this via python. One Constraint here is that the hair system is locked after editing it. You have to tweak it a bit, but the basics are here, namely doing it via the depsgraph: devtalk.blender.org/t/manipulating-particles-in-python/...


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Here's a modified version for 2.8 that keys visibility as scale and does all particle systems on the emitter object. import bpy # Set these to False if you don't want to key that property. KEYFRAME_LOCATION = True KEYFRAME_ROTATION = True KEYFRAME_SCALE = True KEYFRAME_VISIBILITY = False # Viewport and render visibility. KEYFRAME_VISIBILITY_SCALE = True ...


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