I subdivided a part of my model to sculpt there. I control the hair density with a texture painted texture. The texture is just black and white. Is there a way to make the density of the particle system uniform ? In my understanding it shouldn`t have more hair in subdivided areas. It should just put no hair on black and hair on white uniformly.
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2What are your particle settings, could you show us? They are important to diagnose particle related issues. Do you have the Use modifier stack option enabled? What about Even DIstribution? – Duarte Farrajota Ramos Dec 13 '17 at 17:53
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Use weight painting to define where you want more or less particles or none. see: https://blender.stackexchange.com/questions/96350/how-do-i-add-spikes-my-characters-arms/96415#96415 – Dec 13 '17 at 18:35
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i dont like weight paint cause it always requires a high vertex count to be as accurate as i often need it to be. With all ive done particle-wise i had much better results with texture paint. – Mnkymnk Dec 14 '17 at 14:59
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Try this settings:
- Click Advanced to get extra settings
- Click Even Distribution
- Switch from Jittered to Random
Default settings:
Same geometry, but with this settings:
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