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I would like to create something that is basically what array modifier does, but with a tiny bit of randomization (of both location and rotation). The particle system would be otherwise fine except that it is too random. I couldn't find a way to make the particles mostly organized with a little bit of randomness.

I found a really old patch to Blender introducing exactly what I wanted, but apparently it was never accepted: https://developer.blender.org/T26662.

EDIT: I used the method suggested by Faceb Faceb below to get the following result:enter image description here

The result is fine, but in this method I have to apply the array modifier before randomization which makes it more difficult to e.g. change individual parts of the array later (if I wanted to, for instance, fiddle with the shape or looks of the bricks in the picture above). If there is a way to achieve this result using the particle system, I'm interested.

Echows
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    I think it would be helpful to explain and illustrate what type of randomisation you need and how far you got with using a particle system for this as I think a particle system is what most people will recommend. – Ray Mairlot Feb 06 '17 at 15:40
  • maybe apply the array modifier, separate loose parts, then origin to center of mass and then manipulate the center points with random falloff? – Faceb Faceb Feb 06 '17 at 16:07
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    Not possible. Use animation nodes addon: https://youtu.be/M8x0YMbixC0 – cgslav Feb 06 '17 at 17:38
  • It is impossible with the current Array modifier alone. It might be possible using Duplifaces and applying them, or using a particle system instead. – Duarte Farrajota Ramos Feb 06 '17 at 18:35
  • I created a quick example showing what I want to achieve using the method suggested by Faceb Faceb: http://imgur.com/7dPo7dM . This method works fine, but it is not very optimal because I have to apply the array modifiers before randomization. – Echows Feb 09 '17 at 11:23
  • If you add a plane, subdivide it, then poke the faces, you can add a particle system that emits from the vertices to get the organization you want. – cmomoney Feb 09 '17 at 14:55
  • This doesn't seem to work because there is no way to emit only one particle per vertex. If I just keep increasing the particle count, particles are randomly assigned to vertices and sometimes I get several particles on the same vertex. – Echows Feb 10 '17 at 16:09
  • Actually you can, you just set the number of particles to the number of vertices. You can use hair particles, or emitter particles if you set the frame start/end to 1. – cmomoney Feb 10 '17 at 22:13

1 Answers1

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Result with Particle System

enter image description here


Preparation

  • Create an Object (Cube) and bring it in the desired shape.
  • Create a Plane, subdivide it in Edit Mode (F6 for adjusting the number of cuts easily).
  • Add a Particle System to the Plane.

Setting up the Particle System

  1. In the Physics Dropdown choose No.
  2. In Render Dropdown choose Object and pick your "brick" you have created.

    enter image description here


  1. In the Emission Dropdown choose:

    • Emit from Faces
    • Grid
    • Enable Hexagonal Grid

    enter image description here


  1. Play around with the Resolution value in the Emission Dropdown and scale S your Plane along one Axis until you have a nice Pattern.

    enter image description here


  1. Randomize:

    • In the Emission Dropdown you can add a random Offset to the Grid locations
    • Enable the Rotation Dropdown and randomize softly the Particle Orientation

    enter image description here

Dan
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    With version 2.79 I had to include the following step within: Setting up the Particle System 2.1 Enable unborn and died in the Render dropdown. – John Krumpotick Nov 17 '18 at 02:37