I have an emitter mesh with vertex group that is driven by a weight proximity modifier. The vertex group updates correctly.
This vertex group is being used to emit particles on the surface. The particles are being emitted, but I have 2 issues:
the particles do not update when scrubbling through the viewport. I need to change some setting for the particles to be updated. When rendering is fine, but I found that for example I want to export an alembic file, it will just export a still mesh.
I would like the particles that have already been emitted to stay perfectly still, but infact, they are being “shuffled” at each new frame. Is there a way to tell blender to emit all the particles and then just show the ones on top of the vertex group, so that it doesn’t re-emit the entire particle system at each frame?
You can try to use my PSC add-on for Hair type particles. Make a moving Collider or Gather object and Render Animation with PSC. No “shuffled” particles will occur. However, it does not work interactively in the viewport. You need to update the changes manually.
Hi Bernardo. It only works with Hair type particles now. However, I experiment with the support for Emitter type particles. I have a solution, but it’s not perfect yet. I’m waiting for what the particle nodes will bring …
thank you! Your addon is super interesting I was waiting for the right opportunity to use it. Unfortunately here I need normal particles, hair won’t work, but I think I found a workaround that do not requires particles.
However, it would be cool to know how to address those two problems
I’ll definitely buy your addon as soon as I have some spare time to test it, it looks really really interesting!
Hello, did you manage to find a fix to your issue? Because I am being troubled by the similar problem so it would be nice if you tell me the solution if you have one (I am having issues with Vertex Weight Edit, particle emmiting locations are not updated).
hey! Unfortunately I can’t remember really well what happened with this! I guess now however depending on what you need to do, you could try to use geometry nodes, might be a better option!
If a vertex group is used to control density of emission of particles, only one frame is evaluated.
To produce an animation of emission, you should use textures.
Geometry nodes should give a more satisfying, less complex workflow.