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?
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.
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?