Hair particle system duplicates objects on some faces and don't fill the rest #72650
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#72650
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Ubuntu 19.04
Graphics card: AMD Radeon RX580
Blender Version
Broken: (2.81 release compiled from source)
Worked: (optional)
Short description of error
Even with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.
Exact steps for others to reproduce the error
What I expect:
If you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose "even distribution" of particles and "1 for each face" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.
If there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.
What happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.
With complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight.
Added subscriber: @Anyeos
I was just thinking about this. There are an option called "volume". And it does some like the "face" option. "Volume" is OK as actually works because it is clear that only the volume is taking in account.
But actually choosing "face" is working like a "surface". Because it is something similar to "volume" but per face (or, surface as the term fits better).
So, I suggest to change the actual name of "face" to "surface" and create a new one using the name "face".
Because when I choose "vertex" it is working as I expect. It is just creating one particle per vertex if I specify exactly the same ammount of particles than vertex.
But, for a "face" it must have the same behaviour as "vertex". It must respect the amount of particles expected per face.
And there can be another option called "auto" for the "number" editbox. So it means that the particle hair will try to fill all as the parameters instructs. And, if we use as density weight paint the "auto" mode for number of particles can try to fill exactly the needed amount for that situation.
I mean, "auto" can be a smart behaviour to try to fill only limited by the options and nothing more.
With all that modifications we can use the particle system of hair to "paint" surfaces with objects. Or, better to understand, it will be useful to put objects over a terrain. Or to put beard to a character or to put just hair. In a easy way of only texture or vertex painting.
I hope this is taked in account because I need to do that things a lot of times and the particle system of hair is the only procedural method to place and distribute objects over other objects. So it is an important tool to take in account.
thank you
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Needs User Info'
Thanks for the report, but I'm confused by the steps to reproduce the problem.
What do you mean with
"at least 3 faces per view"
?Could you provide a simple file demonstrating the problem?
Sorry, 3 faces per side (right and left sides). What I mean is that there must be enought faces but you need some special case to discover it better. The default cylinder is OK with 32 vertex.
ParticleSystemHairFace.blend
Changed status from 'Needs User Info' to: 'Confirmed'
Apparently internally the
n-gons
are transformed intoquads
andtris
. And the center of these is that is computed.