To duplicate the settings just add another particle system with the +, and choose the same value from the Settings combobox (ParticleSettings in your case). Note: the Seed value is not copied and will reset to 0 for some reason.
To change the name of the particle system or the settings just double-click the name and you can edit it. Note: Once you have ...
Here is perhaps a solution, using the closest_point_on_mesh operation. I just enhanced to test the extreme vertices (bound_box) on the object being placed to be sure that it is placed completely within the floor bounds. I tested with on odd shaped floor (not just a rectangle plane). Note that this solution assumes that the floor has many vertices (...
I had the same issue and solved it in a different way.
I went back to Weight Paint mode (the one where you paint a heat map) and noticed that the heat was also painted on the bottom surface of the icing.
You can delete or paint it blue again by setting the Weight of the brush to 0 and just smearing around a bit. It should not go through so when you're ...
Have the same problem - the controls become inactive once I edit the hair via particles edit mode (i.e. comb, grow etc). It seems to be impossible to detach the duplicated hair system without losing hair comb data. Does anyone have a solution?
I can't reproduce your issue ... so I would say for two reasons
Enable Output Properties > Output > Image Sequence > Overwrite
or try under Particles Properties > Cache > Delete All Bakes and Bake All Dynamics again
There are a few add-ons like Hair Net that can generate and hair particles to follow a given curve, fibers (converted curves, just edges), or sheets (hair cards).
Have a look here: How can I merge this Head and Body models?
Hair cards, as used for game characters, can be used directly for the add-ons.
If you have sculpted hair you can layout Bezier-Curves on ...
Vertex groups are one method of controlling where particles generate, but there are also particle textures.
Create a texture from your color ramp (one way is to connect the color ramp node direct to material output, then bake). This should be an image that is full black where you don't want particles and full white where you do.
Then in the Textures panel of ...
Objects used as hair particles do not view Z+ as "up". They must have a different orientation, for some legacy reason coming from the particle system's beginnings, afaik.
Model and texture your object, align it at the origin as though you were aligning a regular object on a ground plane. Exactly as you have in the image you've presented. Then, ...
The passport is made from a dissected cube with one half hinged up a little from the fully opened flat state.
The paper is from duplicating the two upper faces of the green cover and separating those with 'P'
(in Edit mode) so paper and cover become two individual objects. The paper is raised a little so it's a whisker above the cover, then parented (CTL-P) ...
There are two free add-ons for Blender that can convert curves and sheets (hair cards) to hair particles guides:
HairNet 0.6.3 (https://github.com/Jandals/HairNet/releases) forum thread at blenderartists.org
Particle Hair Guides (https://github.com/Lichtso/hair_guides) forum thread at blenderartists.org
The add-on Select Islands by Face Count by ...
This delves into the concept of normals, and mathematical planes. My short answer is to extrude the plane a bit, then recalculate all the normals in the Mesh menu (make sure to select everything first). This will turn the plane from a two dimensional area into a three-dimensional object, and will allow it to emit hair from both sides.
If you don’t want the ...
Okay, I found out the answer. Yes you can move your particles by moving the main object (the instance object) in edit mode, but if you want them to follow the curvature of your land and avoid some particles from going halfway inside your land, you can use weight paint.
I dont think there is an easy solution in the direction your heading.
And probaply no easy solutions exists.
But know that Blender understands Python, and with that it should be possible.
If you know the locations of the object replace them, or better use shape keys on them to shrink them. Then be able to move a texture over the object so it turns black from ...
For some reason I'll leave to experts to explain, if you Apply the Array modifier on each circle array, the particle system behaves:
However, if you want each circle array member to behave independently, you'll have to depart from array and instead Duplicate instead of array. And if you Dip-linked, the bristles might not behave independently if an ...
you have set the visibility of your cube in trash in viewport to "hidden", but not in render.
so press the filter button
tap on "disable in render"
and then mark your cube in trash as "disable in render" too...else it will be rendered.
Two-way coupling is not supported in the FLIP Fluids addon. This limitation is a due to how simulation systems in Blender work. Blender's simulation systems (fluid, rigidbody, softbody, cloth) are all run separately from each other and because of this, the separate systems are not able to coordinate or communicate with each other on how to transfer their ...
You need to delete your lighting cache and rebuild it before rendering it again. Try with lower cubemap sizes, lower diffuse occlusion size, and lower cube size and cascade size for shadows. Haven't tried reducing the 'Dots' in Irradiance volume's , but do try if everything still fails.
Also if possible, since most particles-related renders are related to '...
Well flip and manta dont support this.
However maybe you can fake it.
If you use a paint canvas for displacment you can mimic it a bit.
If the water moves wild your out of luck though.
There are some raindrops examples that might work.
Else you need some proffesional solver and an openvdb import
(if it supports that) to render it in Blender.
btw there's a ...
The Particle Instance modifier seems to do the trick.
Basically any object with the particle instance modifier draws the result of the simulation you point it to. but the object itself can be animated and does not actually influence the result of the simulation.
You can bake object transformation into keyframes using Set Keyframes node. It should work.
If you don't want to bake animation then try this method:
Step 1: Create empty objects using Object Instancer and do whatever animations you want to those empty objects.
Step 2: Create instances of actual object having particles using Object Instancer. Then unlink it ...
It's probably the Hair Shape settings that are set too high (default values) and it looks like this:
To better see what's going on, go to Eevee, and set the Hair → Hair Shape Type to Strip. This gives you a better idea in Material Preview/Look Dev mode of how the hair actually looks like when it's rendered in Cycles. The hair particles now will look thick. ...
You are lucky more than me :) I got particles emitted only from a one frame (tested with 2.79, 2.83, 2.93 and according to this answer and its link to devs (also seen as closed bug report with this topic in 2017) ... seems like limitation persists. So what you see in your preview is a pure love of God :)
So ... seems like the only one option to control ...
Here is another example of an "active" water wheel that is affected by the water particles. As noted by others, much tuning would be required to make the weight and velocity of the water affect the wheel, include the friction and weight of the wheel itself. But this is proof of concept that this can be done in blender.
There is a reported bug In Particle Edit mode, Emitter particles are not visible in the viewport. It is about Emitter particles, but Hair particles are not visible either in Blender 2.91.
As a workaround you can
bake/run the simulation
convert the desired frame to a Mesh object in the modifier's panel
use the add-on Hairnet 0.6.3 (for Blender 2.9.1) to ...
You will still need an organized and even mesh but you can get one hair particle per vertex this way.
Set the Particle System Emission Number to be the same as the number of Verts that your object has.
Under Source in the hair settings set Emit From to Vertices.
Then still under Source uncheck Random Order box.
If you use children it randomizes things ...
Combine a Short Hairstyle with a Dynamic Ponytail
Since the main hair doesn't move, but only the ponytail, you can leave the main hair static and make only the ponytail dynamic (plus dynamic bangs, and another layer of fly-off hair if you want more realism.) It's like a hair extension and fairly easy to do.
Turnaround of the ponytail hairstyle
Here is a modification to your blend file where I:
most important: modify the effector to overcome a problem in fluid collision requiring > 0.5 Surface Thickness (reported)
enable "Use Effector" for effector, WWheel
I moved the effector and Flow closer to the WWheel to shorten my simulation time
Per some comments above, I cheated to simulation ...
Ok. You have Fluid modifiers everywhere! On the Scalp, on the Body and, on the (hidden) Hat object. (How did that happen?)
Here is a fix list ;-)
Remove the Fluid modifiers from the objects
When you remove the Fluid modifier from the Scalp object then the main hair will be modified (2nd picture of the model in the question). There is a long "children&...
The reason the particles are not showing up is because the Use Modifier Stack is turned off in the particle system.
If you turn that on now the particles will show up. You can also get the same effect by dragging the particle system modifier above the decimate modifier.
Copy the shader you used for your terrain onto your grass, but use "object" texture mode instead
While you could choose to apply the terrain texture directly, I chose to multiply the original grass texture with the terrain texture. This way, the grass retained it's colour but would be lighter where the ...
I've simplified the node tree from unwave's solution above by changing the "Texture Mapping Type" from "Point" (which scales the coordinate system) to "Texture" (which scales the texture itself). In order to achieve the same relative movements between the texture and the texture coordinate system, the rotation around the z-axis ...