Hi,
I would like to know how to keep haits on surface with the bspline mode.
As you can see, it’s not good right now.
thx for your help
Hi,
I would like to know how to keep haits on surface with the bspline mode.
As you can see, it’s not good right now.
thx for your help
Hi,
You have not shown enough details to know for sure, but I guess that it is the order of the modifiers on the object
If the object is smoothed using a subsurf modifier, and the particle system is before the subsurf, then the particles are emitted from the original surface before the subsurf modifier.
e.g.
Particles before subsurf …
Particles after subsurf …
Hope this helps, Merry Christmas
Martin
Thank you for your help
New Mesh, no subdiv.
In fact, I need a second point near the surface, My mesh is not subdivided.
Hi,
You are quite right, just enabling B-spline pops the root from the surface
There is nothing I have found that avoids the effect.
Interestingly, increasing the segments in the main particle system panel does bring the root closer.
But it looks as though the distance only decreases {inverse-exponentially?} for each increase in segments.
So I guess this is a ‘feature’ of the way B-splines are implemented, though it is still strange, because for me the first and last point of the B-spline should be exactly on a control point.
Best regards
Martin
You can add more segments in the particle tab. That’s not very perfect but that can help…