The solution is to make sure the object you want as your particle is facing straight up to the z axis. Then snap it or move it to the center of the grid in the cursor's world origin. That will draw everything in to the emitter to emit perfectly.
Found a makeshift solution via Python: Get transform of Instances and the corresponding instanced mesh and create a new mesh in a separate collection with the transform and mesh data of the instance.
Converting all Particles to a real mesh wouldn’t be possible because of face-count but creating new meshes for only those particles in the area of the rb ...
Found a python solution to get all the instances in the depsgraph. By filtering with "is_instance" you can get the names of the instance object that corespond with the source objects.
context = bpy.context
dg = context.evaluated_depsgraph_get()
counter = 0
for i in dg.object_instances:
obj = i.object
if not i....
In order to edit individual buildings you will have to edit the actual models in the "buildings" collection, "Building1", "Building2", etc. The buildings appearing on the emitter plane are merely linked duplicates from the actual models, and not editable on the go.
To hide the base plane object, you have to go in the particle settings and uncheck "show ...
I'd try hair particles, brush them a bit randomly and then use a 'particle instance' modifier to put another mesh on the hair particles, here's a rough attempt-
And here's the .blend to pull apart-
Use more emitters and more meshes to instance onto the hair, and go nuts 'combing' (...
You can use the Vector Wiggle node which will generate a 3D Vector randomly based on the input seed. Click the "Add List" icon to generate a given list of random vectors.
Tweak the amplitude in order to constrain x,y, or z axis in a given range.
You can also animate it with the evolution input and the speed factor.
Animation nodes manual :
You have to use a special modifier called "Particle Instance" in order to use nested particles. I'll link the blender docs :
And an up-to-date tutorial on Youtube :
Thanks alot for your linked blend-file with masked areas and kind info!
Yet feeling totally noob-terrible for my part: Nothing moves when playing the timeline. And beyond frame 50 the particles disappears.
This is what I see: https://drive.google.com/open?id=1VoTgBOUeZktjg0so7vsfSlID3J5n0_wF
I'm sorry to say I can't comprehend what is going on and do not ...
Texture mask to hide unwanted particles in center (red outline) but keep surrounding visible (green outline).
Emitter object's coordinates controls spherical texture which gradient splits material in two shaders: default and invisible (holdout or transparent BSDF for your choice).
Holdout is easier for render but needs compositing, while transparent with ...
Turns out the mist was actually affecting the particle emission volume, so the corners were being affected more by the mist and getting culled out closer towards the vertices. I solved this by just making it a perfect cube and adding power 4 subdivision surface. Not sure why mist affects an invisible particle volume in the first place, but it's for Internal ...
This was all due to an unforgivable mistake of me. It is so embarrassing I can't even say what it was that caused this. Everything is working just fine. But as a remember to other: Never forget to disable a plane in render as well as in viewport if you don't use it.
Maybe I should delete this whole post.
There is no way to currently do this in Blender, as it takes a lot of RAM and computing time. In the future there may be support for this kind of thing in later versions of Blender. However, you can fake achieve a similar effect by subdividing the fluid a substantial amount, and using a dynamic paint modifier to produce waves on the surface. Add a dynamic ...
Set the flow source on the emitter within the domain to Particle System, and select your particle system.
You can then set the size of those particles below. It will always be a spherical inflow shape, it doesn't take in account any object you set as the particle render shape.
That will not work with the current release, since the (now old) fluid simulation in Blender is not designed to interact with non-fluid physics systems. I haven't checked, but maybe this will work with the new Mantaflow simulation that was added to the master branch recently. This will be in the next official Blender release.
The reason why your sprinkles aren't moving with the icing is that the cache for the Particle Emitter is outdated. The cache essentially stores the data for the particle emitter at a certain frame so the computer doesn't have to constantly recalculate it.
I'm not sure if this is a feature or a bug, but when you're moving the donut (which then moves the ...
Probably you won't need all of these, but to stay on the safe side:
the Start and End time of the particle Emission must be 1 (all particles emitted at the first frame) and their Lifetime must be 250 (or the animation length in frames)
the Velocity must be 0 in each one of its components. Including Normal, that is 1 by default!
Physics Type should be set ...
I am experiencing the same problem.
I did find a tutorial with a workaround implementing a third particle set. Unfortunately I have to recreate the workaround each time I change the keyed animation transform.
I hope you find this link helpful.
Blender Beyond Basics #4: Fun with Transformations - Blender Tutorial
Whenever I had this problem in the past with smoke, it was because you have to manually click the bake button in the cache section and cannot just play the sequencer for a bake. That could be the problem.
So working through this some, I found out that a lot of the changes I wasn't seeing may have been because it seems to only update changes when i'm positioned at frame one in the timeline. With that solved, I found ways to shape and animate the hair using keyframes that will work for the first layer of motion. Next, i made a more simple blend and played with ...
Don't use a "curve guide", use the "force" ;)
Using a "Force Field" type "Force" on your curve.
Select shape "Curve"
Set the Strength to -25 (this affects the speed in which the particles flow along the curve)
The Flow value should be at least around 2.0, i used 3.5 (affects how much the particles stick to the curve, higher value, closer to/on the curve)
It appears you are using a separate mesh for "neck hairs" instead of using vertex group of the main horse. It also appears you're using a plane.
My suggestion would be delete the plane, and use vertex groups. You make them while in edit mode, and then assign them in the particle system under "density". Then you don't have to worry about trying to warp that ...
Either you have not changed the Particle Emitter to use collections, or you have not created a collection for the sprinkles. BlenderGuru changed the particle emitter to use collections earlier in the video here.
If you did not create a new collection, you right-click in that window in the top right corner, and press New. This will create a new collection ...
There are quite a few steps you didn't follow according to BlenderGuru.
Before you started sculpting the icing on top of the donut, you forgot to apply the Subdivision Surface and Solidify modifiers for the icing.
The order of the modifiers for the icing are wrong. Solidify should come first on top, followed by Subdivision Surface beneath it (Click on the ...
Welcome to the Blender community!
All you need to do is continue watching that video until the very end :) BlenderGuru addresses that issue.
Edit: I looked at the file you posted, and the short answer I posted above is incorrect.
The reason why your sprinkles are not showing up properly is that you did not apply the Solidify modifier. BlenderGuru did this ...
I know of two ways of doing it.
A: Add a "time node" using animation nodes, and point in "frame" to some math node then to "color"
B: Use Key Frames on the Color ramp. Click on the first color, set to the frame you want that color to be, in the shader, mouse over the color bar, press I. Change frame, change color ramp color, mouse over color bar, press I.
I hope you have already found a solution for this, but since I struggled with this very issue about 2 days ago (Blender 2.81) and lost many hours trying to understand what was going wrong, then I'm going to share what I did to bypass this issue in case someone is also having a hard time with it.
It seems to happen even if using the Molecular Script, the ...