I’m building a simple static particle rig using instructions from the BlenderWiki static particle page (Curve based), however my particles keep phasing through my mesh. Spherical deflection fields can’t seem to recreate the effect I’m after. Is there anyway to have/simulate the mesh deflecting the static particles?
Render of my problem. Changing the curve to try and correct it also creates odd effects.
The only way I can seem to simulate it is by inverting the start of the curve, that creates a short standing effect, changing the hair from Hulk Hogan to mid 80s punk. It was one of the ‘fixes’ I played with for a few hours, but it doesn’t create an organic enough effect.
Here’s a render of what I mean.
Less I’m missing a better way of altering the curve.
It seems to me the whole static particle system in Blender is geared towards fur, you’d think the outcrying use for it would be long hair ^^
As I understand it release 2.44 won’t be out for a number of months, this project’s destined for integration into another, my deadline for the whole thing’s April ^^
Ah well, I’ve managed to make something presentable after a few hours of playing around with a Very complex spherical deflection grid, doesn’t have the same sharp edges and unrealistic predictability as Curve based static particles. Looks like the next best thing to Static Particle Mesh Deflection.
why not just make her body be a deflection? Is that what you were asking? Then when the hair particle hits her body, it will deflect off and continue its merry way, just like real hair.