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Fixed stream of particles that represent pride flag?

Your instance object, the icosphere, has two materials on it: "odd" and "Oddness". The first material slot gets automatically assigned to all faces. The second one you don't need ...
Gordon Brinkmann's user avatar
1 vote
Accepted

hair are thick at the end of it

The tips of the hair are thick because you have set the Shape value of the Set Hair Curve Profile to a negative value. The value has a range of -1 to 1 and works like this: ...
Blunder's user avatar
  • 12.9k
0 votes

How can I align particle rotation to only the X-Axis of the emitter normals?

This is a second answer to this problem that adds a bit more control: Graswald's Gscatter plugin. It allows you to use surface normals or a straight rotation for particle orientation. You can even ...
Justin S's user avatar
0 votes

rendering result comes out blurry

Yes the hair tends to make it more blurred. But also you've enabled the Render > Sampling > Denoise option, it will tend to blur the parts of the image that seem messy, like the ones with the ...
moonboots's user avatar
  • 130k
0 votes

How can I align particle rotation to only the X-Axis of the emitter normals?

After experimenting with various Python scripts and other methods, I finally arrived at a solution. I'm pleased to share the steps: Begin by using a Hair particle system. This enables you to utilize ...
Justin S's user avatar
2 votes

Particle escaping Tube

apply scale + rotation for all objects which are part of the particle sim (collision + emission) and increase subframes to 5. then i got:
Chris's user avatar
  • 49.4k
2 votes

Particle escaping Tube

Go to the Particle Properties and under Physics > Integration set the Subframes value to something higher than 0, e.g. 5 or 10. This will calculate the simulation more accurate and the particles ...
Gordon Brinkmann's user avatar
0 votes
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Determine the number of the selected particle system

bpy.context.object.particle_systems.active_index bpy.types.Object.particle_systems.active_index
unwave's user avatar
  • 1,110
0 votes

How to turn particle emission on/off?

I found the solution for me. Just animate mesh far far away in one frame and then return.
colorage's user avatar
0 votes
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Access custom properties of a particle system

You can't add custom properties to ParticleSystem. It doesn't derive from ID. However what you see in the particle properties panel, is the particle system's settings. ParticleSettings. Here's a ...
Gorgious's user avatar
  • 27.9k
0 votes

Mirror mesh with hair particles

Once you apply the mirror it will work for you. To do this you have to press on little arrow and apply the modifier. I hope it is of use to you.
Pep Andorra's user avatar
5 votes

How do I hide the object the particles are on?

There is a checkbox for that in the Properties editor, Particle Properties tab, Render panel:
Martynas Žiemys's user avatar
0 votes

Hair particle system as dynamic paint brush not working?

I have been on this exact same quest and I also have not got hair painting or collision to work, would like to see your cloth settings, I have tried it and it was horrible, tried hair cards, ...
Mike Holmes's user avatar
1 vote
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How do I remove hair from the face of this model?

In Weight Paint mode, paint the face in order to create a vertex group: Then in the Particle panel, under Vertex Groups > Density, select the vertex group, and invert the selection with the <-&...
moonboots's user avatar
  • 130k
1 vote

Particles are falling through Collision Object - Even with Size Deflect

The problem is that the particles (depending on the velocity you give them and other parameters) are to a great part generated directly at the surface, not above. And when the emitter is also a ...
Gordon Brinkmann's user avatar
-1 votes

Hair won't render in cycles?

Go to modifier properties and click on Convert to Mesh!
Rafael Tourino's user avatar

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