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2 votes
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Particles not showing

This is expected behavior. Blender has to build the cache from the starting frame of the simulation: It cannot begin time in the middle of history as it were. What you can do in the particle settings ...
TheLabCat's user avatar
  • 6,449
1 vote
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Can Particle System caches be accessed directly by Geometry Nodes?

Animation nodes has particles nodes, with which you can read the particle data like locations. With the object instancer you duplicate objects and with the object transform output node you can set ...
Chris's user avatar
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3 votes
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Is it possible to solve overlapping objects using particle system (hair)

Here is an example of scattering cubes with Geometry Nodes. the vertex group for the weight paint ("test") can be specified in the modifier's settings. the values for the scaling and ...
Blunder's user avatar
  • 14.2k
1 vote

How to calculate "inherit velocity" with simulation nodes particles

My answer is probably equivalent to the one of StefLAncien. Requirements The object using these geometry nodes should have a scale of 1. If it is not the case : Ctrl+A> Apply Scale Global position (...
Lutzi's user avatar
  • 1,550
0 votes
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How to calculate "inherit velocity" with simulation nodes particles

(Using Blender 3.6.8) Approach The velocity in the world coordinates of the emitting object is computed and stored as an attribute by a GeometryNodes modifier attached to this object. The achieved ...
StefLAncien's user avatar
  • 4,319
2 votes

Boids particles loop seamlessly

Assuming you use a script node: One way to do it would be to capture boid positions p(a) and velocities v(a) at a loop frame, then every subsequent multiple of time T, ease values to the original P ...
FlavorScape's user avatar
3 votes
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Scattered objects using partcile system, ends up outside the plane, possible keep it within the plane?

Paint a vertex group in Weight Paint, make sure that you have enough margin: Select this group under Vertex Groups > Density:
moonboots's user avatar
  • 160k

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