I am trying to use dynamic paint to decide where a mesh can emit particles. I am talking about normal particles, not hair.
So I set the brush, I set the canvas as a weight paint canvas and bake the painting. I now have a vertex group that correctly change during the animation.
Now I want to use that group as a density vertex group for particle emitter, but looks like it doesn’t work.
It works well for hair as a length group, but not for emitter particles as a density group.
The stacking order of the modifiers can cause this to fail. I forget which way it needs to be, but try moving the particle system above the dynamic paint or the other way around.
I’m having the same problem as well. I need it in order to replicate splashing effects of water drops but it only works for hair length not emitting particles.
It’s weird because you CAN generate particles from dedicated vertex groups, but not from the vertex weight maps. Perhaps if there is some way or script to turn the dynamic vertex weights into dynamic vertex groups…and then use multiple particle systems, but that’s not the easiest workaround.
Hello. I tried to do the same thing. Cube emmit particles where vertex weight is greater than zero BUT also in places where painted weight is 0 before they are painted too. Something is causing this error but I don’t know what yet.
For anyone trying to figure out how to do this in Blender 2.8, make sure you also have Use Modifier Stack selected under Emission > Source in the particle system.