Particle System- HAIR and Vertex Groups #47401

Closed
opened 2016-02-12 21:34:15 +01:00 by Ana Bautista · 5 comments

System Information
Pentium(R) Dual-Core Windows 64 bit

Blender Version
Broken: blender 2.75a c27589e

Short description of error

Hair particles are not created in the assigned vertex group, hair is created in all sides of the mesh ignoring the selected group and leaves hairless areas in it. After, the particle edit mode doesn`t show the same order in hair and it´s impossible to comb or add.

Exact steps for others to reproduce the error

Create a Cube, select one face >>Object Data >Vertex group: create a group and assign selected face.

Particles, create particle system, type "Hair" >Vertex group: select created group.

**System Information** Pentium(R) Dual-Core Windows 64 bit **Blender Version** Broken: blender 2.75a c27589e **Short description of error** Hair particles are not created in the assigned vertex group, hair is created in all sides of the mesh ignoring the selected group and leaves hairless areas in it. After, the particle edit mode doesn`t show the same order in hair and it´s impossible to comb or add. **Exact steps for others to reproduce the error** Create a Cube, select one face >>Object Data >Vertex group: create a group and assign selected face. >>Particles, create particle system, type "Hair" >Vertex group: select created group.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Ana-42

Added subscriber: @Ana-42

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2016-02-13 10:29:27 +01:00

Thanks for the report, but see no bug here, vgroups are vertex data, not face data, so when you add 'one face' of a cube to a vgroup, you add half of its vertices which affects five of the six faces… Ideally we could get a varying density of hair following vgroup weight gradient across faces, but that’s not implemented currently and is not a bug anyway.

Note that an easy work around here is to add a (very thin) loop of faces around the region you want to generate particles from (using bevel, inset, etc.), which would serve as boundary for particle distribution.

Thanks for the report, but see no bug here, vgroups are **vertex** data, not face data, so when you add 'one face' of a cube to a vgroup, you add half of its vertices which affects five of the six faces… Ideally we could get a varying density of hair following vgroup weight gradient across faces, but that’s not implemented currently and is not a bug anyway. Note that an easy work around here is to add a (very thin) loop of faces around the region you want to generate particles from (using bevel, inset, etc.), which would serve as boundary for particle distribution.
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Reference: blender/blender#47401
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