I’m working on creating a low-poly city which will have a layout that isn’t grid-based, but instead a more organic shape. Because my city blocks aren’t squares, using particles to replicate buildings doesn’t generate the sort of results that will be very convincing. I don’t necessarily mind manually populating the city, but I imagine that even with very low poly assets, it’s going to take a while and be very high-poly by the end. I’ve had a look at arrays as well, but again I don’t think I can get the distribution and orientation right.
Hmm… correct me if I´m wrong but that makes the particles look in the direction of the vertex normal.
Influencing vertex normals directly is not possible without Python, right?
So what is an easy way to control vertex direction in cases like alexthealex case?
I don’t know much about python possibilities. In OP’s case global/object Z orientation could be just enough. I’m not sure how to tackle problems related to slope though.
Wouldn´t all houses look in the same direction then? alexthealex wants his houses to be oriented towards - i guess - the street.
I think he really needs to emit from faces but I´d be very interested in a solution that uses vertices. It would make the whole process of creating the emitter less cumbersome.
I basically seperated the ‘street border’ and extruded it upwards (to fix directions of particles). There is also a vertex group for density distribution.