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A download link to the Blender file can be found at bottom part of this post.
What Iām trying to achieve: Create a long hair for a character by using particle hair system
Issue: The moment I comb the hair/particles, some particles are pushed inside of the mesh, which creates bald spots:
The methods I tried, to resolve the issue but was no help:
- Normals are facing the correct direction.
- Removed doubles. No improvement was observed.
- Increased mesh density/subdivided the mesh
- Increased parent hair particles/emissions count.
- Increased children count
- Tweaked roughness and other related settings in the particles panel
- Changed children method from āInterpolatedā which is the desired method for this project, to āSimpleā
- Added more parent particles/emission on the bald spots, manually by using the āAddā tool in the āParticle Editā mode. It didnāt really solve the issue since the moment the new particles are combed, the same issue is re-produced.
- Combing while āDeflect Emitterā value is set to different numbers. (I tried from 0.1 to 2, but it was not helpful. The moment you decrease the number to get the hair closer to the character (Otherwise the hair just floats in the air), same issue arises, at the same spots.
- Cut the skull part where the hair is present, and tried to use it as a secondary hidden mesh by hiding the emitter but the bald parts are still pointedly apparent
- Changed the start/end values in the timing tab
Upon close inspection, you can see that roots are placed correctly. Itās just for some reason Blender pushes them inside of the mesh:
Blender file: https://drive.google.com/file/d/1qVl55bcovQuxe0BSURE7cHsG33-J63BF/view?usp=sharing
Blender Version: 3.6
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