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Number of hairs is about the half with texture used for density
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System Information
Operating system and graphics card

Windows 7 x64 Ultimate - GTX 580 3 Gb.

Blender Version
Broken: blender-2.69-4b206af-win64
Worked: Blender 2.XX rXXXXXX ?

Short description of error

When using a texture to define density of hairs, the number of hairs displayed is about the half of what it should be.

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps

Open the .blend : there should have 50 hairs and there are about 25. Percentage of displayed particles is at 100%.



Event Timeline

Emmanuel LORANT (asturias) created this task.
Emmanuel LORANT (asturias) raised the priority of this task from to Needs Triage by Developer.
Brecht Van Lommel (brecht) claimed this task.

This is how it was designed to work, it's quite poor but not considered a bug, the only solution would be a big refactor of the particle system.

What it does is assume the total number of hairs to be distributed over the entire mesh, and then it removes hairs depending on the density in the texture map.

Ok so just to be sure, even if I enter 10000 for particles number to reach the effect I want and 5000 are displayed, it only takes in memory 5000 particles and not 10000 or as the computer generates 10000 first and removes hairs depending of the texture map, there are 10000 particles in memory ?

I used Weight paint before that to control the density of particles but I find texture more useful : no need to subdivide the mesh, more precise.

It's somewhere inbetween, not as much as 10k particles, but more than if you generated 5k particles without a density map.