Particles scattering on edges

The threading here in the pic is very sharp with respect to where it starts/stop.

But here I am unable to make such crease and it leaves an empty space.

I have tried it with the “use modifier stack” to utilise the subsurf modifier, but to me the only way is to crank up the number of particles too high or use very high level of subdivision modifier. Which I don’t want to use.

How do I line the particles perfectly? especially on the edges?

I just played with this a bit and it looks like:

Use interpolated children

Either apply the Subdivision Surface Modifier or use Simple

These two things seem to get a crisper edge as well as moving the edge that is not in the Vertex Group closer.

The towel is folded so cannot use simple subdivision. Currently have interpolated children applied. They are still showing weird results:

I tested with double the amount of particles but they still appear like this.

can u provide blend file so we can play around with?

Towel.blend (3.1 MB)

I have reduced the viewport display of particles to 10% as the viewport gets sluggish.

Before particles, I also tried Geometry nodes, but it was impossible to even make a slight change as it was too taxing on my PC.

Separate your mesh into two objects, one with hair, one without or less hair.

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This is what I had in mind although it sounds to me like @SBTLINK has a better idea.

The first two removes the marked edge loop from the Vertex Group, slides it to get a tighter border while keeping the Subdivision Surface… The next two do the same with the Subd applied.

EDIT: I have to point out that this is only a piece of the towel, so I could work with it.




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This makes me apply the modifier.

apparently @SBTLINK method works but then I cannot displace the folds at the edges for creases properly.

I don’t quite understand what this means, do you mean its not subdivided enough to displace? You could use a bump map.

Another thing I tried was with two meshes, one to render and one for the particles… Then I deleted the edge verts so that the particles could not be there on the particle mesh.

This is going to be stationary correct? Not moving or deforming?

yes stationary. I mean sometimes there is little folds that transit from edge