Hi all. Here’s a project I’ve been working on for a couple weeks off and on… not a functioning circuit design but more of an artistic rendition of a complex board. Focused on composition and materials.
One issue that caused some hassle was that since I used particle systems to scatter the electronic components randomly, I had to convert each one to real objects in order to place the objects correctly and avoid intersections. This gave me a chuggy scene, with close to 1.5 million poligons – it wasn’t terrible, just a bit slow to work with near the end. If anyone has any ideas on how to fine tune particle/hair placement without converting to objects I’d love to know
I’m not quite sure, if this will help you, but wouldn’t it be possible to create duplicate objects instead of particles? Another idea would be to “comb” the hair, but I’ve never done that myself, so I don’t really know.
Select the object with the partical system and go into weight paint by pressing ctrl tab , in the tools tab you will find your brush settings, red means 100% blue means 0% density. Then go to your partical settings and under vertex groups select density then the group you just made , to make sure there are are no overlapping objects when using multiple partical systems just make a new vertex group for each system .
Or you could goto the partical settings and set the emission amount to 0 and then go to partical edit mode by clicking on the tab you use to switch from edit to object mode, then goto the tools tab and select “add” then you can add each partical exactly where you want it or you can add a bunch at a time .
The problem with this method is once you go into partical edit you are stuck with your partical settings and cannot change them.
you could also use "alt d " buch of times , it’'ll only use use the data from one object so it’ll save on space and you scale and rotate each one separately.
I hope this helped , I really like what you made here !
P.s. the glass looks solid, to give it that toob look add a solidify modifier .