Add a solidify modifier on the emitter
Place it above the particle system in the modifiers stack
Switch on 'Use Modifier Stack' under the particle system's Source options, if not already
Turn up the solidify thickness value until the particles are filled in properly
You can import a UV Map as a mesh to attach and render hair particles to.
In the UV Editor UV > Export UV Layout of the model's uv map and save as a svg file.
File > Import the newly created svg file.
Convert svg to mesh.
Join the svg mesh with itself.
Remove any double vertices with Merge by Distance
Create an Orthographic Camera looking at the svg ...
Go back to the part of the tutorial where he talks about making the sprinkles stay flat and apply it to the star. The trick is that you need to orient the star the right way in edit mode so that the part you want to be flat against the donut is.
You just need to rotate the star 90 degrees on one axis to do that.
add UV Sphere
add geometry nodes to cube
scale down uv Sphere in edit mode
use this node tree
play a little bit with distance so that the spheres don't touch each other
add a cube, delete top face and add solidify modifier, rigid body, passive
add a uvSphere, give it a rigid body, shape: Sphere, Sensitivity: collision margin: ...
The number of segments (50) under Emission is not what you see in the viewport. There are a few other settings that control this.
Two of them are in the Particle Settings
first located in Render > Path > Steps: 5. Increase this value for the render. It's a value of the power of 2 but the default value (3) can be too low. 5 is a good value.
the other ...
You are in material preview mode.
Material preview mode uses the EEVEE render engine, but disables shadows for quick, viewport rendering. EEVEE fakes refraction using the world background.
To achieve realistic refraction in your final render, you can either use more expensive faking via screen space refraction (a 2D effect for EEVEE that can be enabled in ...
Hey guys ... you provoke me :)
No deformations on surface. No glitches in animation with booleans.
Bevel Ctrl+B Vertices V
Delete X newly generated faces
Subdivision - Level 2
Cast – Sphere, Factor 1 (to get perfect sphere shape)
Solidify for thickness
Boolean - to cut quarter by another object like a Cube
Notes: Switch ...
Let's try with, hated for good reasons, boolean workflow, mainly because I think the tutorial you linked uses booleans. Though there the holes aren't distributed evenly:
The above could be achieved by making a cone, and adding two array modifiers, but we can do better, like Chris, so let's try but with boolean modifier.
The advantage of boolean is that you ...
Create icosphere + cube
add subdivision modifier to icosphere
add boolean modifier to icosphere -> object: cube
select icosphere and enter edit mode with TAB
press CTRL-B to bevel and bevel like this:
change to face select
select one circle face
select->select similar -> polygon sides
then you will get:
Tap X -> Faces
Because of the negative offset on the Solidify modifier, the normals are flipped. Select the icing, enter edit mode, select all, and then pick Mesh > Normals > Recalculate Inside from the menu at the top:
You will probably want to move the particle object back onto its origin point as well, as particle systems base their locations off an object's ...
If you click on "whole collection" you get this:
but i just wonder why not all house have lights!? is there something like a maximum number of lights? If i turn down the number of particles, then all houses get lights.
found it: max number of lights is 128
(eevee) Lights limit?
You can either fix the gradient in your material or enable the Object Rotation option in the Particle settings, and rotate your particle object in Object mode, which probably won't affect your material:
Okay, here is another solution using Geometry Nodes. You can always adjust the number of columns and rows and distances between the objects and of course add and delete objects from the instancing group:
I have a shelf with, let's say 4 columns by 6 rows. I know from how I created it (or maybe because I'm recreating some real-world example) that the center ...
Its a success guys, I'll share the result here
I put a small plane in the middle of the box as an emitter like this
Here's the settings I used, its kinda similar to Chris' settings
since I'm gonna move the "wall" and animate it, the bottles/particles will be left behind. So the trick to make it still follow the emitter is by turning off the ...
it is a pretty basic setup, i just show a basic solution - it is not modeled with a shelf, i just took a grid because you didn't provide your blend file and I don't want to waste time.
So here we go:
add a grid
add a torus, a sphere and a cylinder (or whatever objects you wanna have)
add a collection and move all objects from 2) in it
add a particle ...
if you apply your solidify modifier, the particles will be outside like this:
And as @Blunder said, the even better way is to check the "Use modifier stack" checkbox in the particle settings, because it is a non-destructive way of doing this.
make sure you are in object mode (you can change with TAB)
change your start frame to 1
select your bottom particle settings and change scale to 10 (you can later adjust this, but for now do it, so you can "see" something
start animation with SPACE
so your scale was just too low, that's all.
Add a particle system to a UV Sphere object set to emitter. Make sure the number of faces in each direction of your sphere matches the desired amount of ellipsoid loops you want in the final setup.
Under Source set to Faces, turn off Random Order and Even Distribution and set Particles per Face to $1$.
Under the Render panel pick your ellipsoid and turn on ...
The issue is you have too little particles (and too many children particles). The 'clump' setting makes the children particles follow the nearest parent particle direction. Since your parent particles are so few, they are far apart, and all the hairs in between are actually children particles leaning in the direction of the few 'parent' particles, and that's ...