Hi all, can someone point me in the right direction please. I have managed to create a set of particle systems that generate clutter on a desk. All of the systems use a driver in the seed value that gives a random number between 0 and 12. When I duplcate the objects with the particle systems all of the components rearrange themselves to give a random feel to the scene which is exactly what I want. The problem is that the seed value now changes on every keyframe on the animation time line which is NOT what I want. Any ideas how to prevent this from happneing would be much apprecaited.
Can you post a screenshot of your driver?
I’m pretty sure as long as you don’t use “frame” in the driver expression that it won’t be an animation. Try just using a simple expression with variables and numbers?
hmmmm this is all very new to me. Im not familiar with this area at all, I stumbled upon it while trying to sort out the intial particle concept. Any thoughts on how this can be executed in more detail would be most welcomed. Many thanks for the reply.
So, I’m going to throw something out there for you to try. You have your lifetime set to 500, but I’m going to recommend either setting it to 0 or 1 (I don’t actually know the lowest value you can set it to), and under your particle system’s properties, go to Render - Extras and enable Dead.
My idea is that your clutter particles will be alive for the minimum allowed length (at most 1 frame) and then will die - freezing them in your scene. But instead of disappearing like normal, you’ve enabled rendering of dead particles.
Give it a try and let us know how it goes!
Hi, unfortunately that didnt do it. I think I may have to resort to only using this method when doing still images , when it comes to animations I will scatter on a per desk basis. Shouldnt take that long after all. I have a feeling that when geometry nodes is released in a stable version of 2.92 that they will be the go to method for this type of placement.
Happy to try other ideas though.