I'm trying to create a grass effect on a small landscape I've created. My current approach is to use a hair particle system, and style the hairs to look like grass. I've got a simple particle system added, and adjusted a few settings (note: I haven't made the grass green yet. It's just grey for now), but for some reason the particles don't go on certain parts of the mesh:  You can see that to the left of the "lake" there is a lot of missing particles, in triangular areas. Although this screenshot was taken in rendered 3d view, it also has the same issue when I press the render button and do a "true" render. Here's some of the geometry:   Any ideas why it isn't completely covered with particles?
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My scene involves a plane that has several modifiers:   Subdivide, set to six. Array, set to -1 Y axis Array, set to +1 X axis Displace with a basic cloud texture   I tried following Andrew Price's tutorial on realistic grass, by adding the default hair particle system to the plane and setting the render to a group of grass, but the grass only appears in a small space in the render. What am I doing wrong?
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I am very new to Blender and following the Blender Guru Donut tutorial from Youtube.  My particles are showing in the final render but the emitter is missing.  I am positive that I have ticked that camera icon in the Outliner as shown in the above figure.    When I render however, the sprinkles which are hair particles on the icing are shown, but not the icing itself which is the emitter.    How do I fix this?
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I have an object with a particle system. The particle system emits another object as a hair. I use "Convert" button in modifers tab in order to turn the "particles" into simple mesh objects.  But then I face the problem: It seems like those converted particles-objects, are still connected to each other somehow. So If I select one object and go to edit mode - all of them goes to edit mode. And if I change one of them in edit mode, all of them will be changed. I also can't join them into one object.  Why id it happening, and how I can disconnect them and get simple mesh objects? Thank you very much in advance!
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I have been recently doing the blender donut tutorial and ran into a problem regarding the sprinkle particles. The particles (hair) keep appearing on the underside of the icing. As seen in the image below, most of the hair particles only come out from the bottom of the icing. I tried to readjust the normals but I realised the normals were already correct. (Blue colour donut in image) Someone suggested following through the weight painting part of the tutorial. However, the sprinkles still remain on the underside of the icing. What is the actual problem and how do I solve this?  Particle settings below  Edit: @moonboots Thanks the hair particle problem has been solved. How do I prevent the submersion of the sprinkle particles?
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for some reason, my person will not show up when rendered. I have checked the material and it is fine. Not sure what i did. Hoping that someone can figure it out for me.   here's a link to the .blend file:
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I'm trying to make a test render of my model. But everytime I render it the render looks completely different from the viewport. The viewport is in render mode so it should look something like that, but this doesn't come even close.   I'm using cycles renderer. And my world note is just the standard one so nothing installed there.  There are 2 sun's in the scene both set to 0.5.  I've tried different hdris but they all have the exact same outcome. I've pressed alt+h to see if there was anything hiddden in my scene that blocked the background and nothing shows up so I don't think that's the problem. I've also copied it to a new Blend file to see if there was anything wrong with the file itself but it also happens there so it must be something in my settings I guess. But I just can't find out which one    this is how it looks in the viewport render.    And this is how it looks when I render it.  I really don't know how to fix this so I hope someone can help me here
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I have been using this code to add a new particle system and create a name for it... I need help to choose the particle type "HAIR" and set other parameters.. This script does not work because the [part.001] keeps changing and going up. It will only work once when creating the first name. I will need one particle system, so I can apply the code on other objects as well. It is a bit confusing. The MBall is used as a particle to cover the entire surface of an object.  import bpy  obj = bpy.context.active_object obj.modifiers.new("part", type='PARTICLE_SYSTEM')  bpy.data.particles["part"].type = 'HAIR'  bpy.data.particles["part"].count = 15000 bpy.data.particles["part"].use_advanced_hair = True bpy.data.particles["part"].render_type = 'OBJECT' bpy.data.particles["part"].instance_object = bpy.data.objects["Mball"] bpy.data.particles["part"].particle_size = 0.15 bpy.data.particles["part"].emit_from = 'FACE' bpy.data.particles["part"].distribution = 'RAND' '
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I made the eyelashes for my mesh and though it will be fine as it looks in the picture     Particle Edit Object mode but after I render the eyelashes look very messy like this  What I am doing wrong? Here my Hair settings  Thanks in advance
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How can I make all the particles in a particle system face the camera?
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I've got a problem with my rendering! I'm trying to render some objects:    But, this is how it renders:    Can somebody help me out?
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I'm noticing a significant difference between when my objects are observable in the 3D View and when the objects are rendered.  Both objects have a material with toon settings and each have materials (incorrectly?) added to the object. the human mesh has separate textures for the head and body. The sword and the human mesh both have mapping > coordinate set to UV and Mapping > Map set to UVMap, however only the head texture seems to show up properly, and the sword texture doesn't show up at all.
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I want to duplicate particle system(shift D), and make different Render objects. But after i change Object, it makes the same change in both particle systems ( original and duplicated). Somehow it's still linked.. ?
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I am making a tree, in which I have a texture for the central tree object or bark, and branches have a different texture.    I applied the branches on tree with particle system.  Till then the textures were fine.    Then I convert the particle system and delete the particle system.    Then ctrl+j join to the main bark texture with the branches, with the bark or central stem as parent.    Doing this, texture from my branch material disappears.    Please anyone help me out.  ASAP.!😊 Thanks
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So I took a sphere, made it a smoke simulator, added wind and increased that to 50.00, and rendered it. For some reason it looks very pixelated. 3D Viewport:   Final Render:   Blender File:
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I'm following  and I have applied a material to the body mesh and when I apply the material to the faces to the side of the mesh, I can see the top/bottom material is showing on the top and bottom parts of the side faces.  This is the rendered view:     and this is the wireframe showing the selected faces which the side material is applied to:    I'm not sure why this is happening, can anyone advise? Thanks
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How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how.   Also can anybody suggest any plugins for blender that does the same?
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I want to make some 3d models of pixel art. I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them. As I extrude this plane, A &gt; E &gt; $0.1$, the texture messes up on the edge of the item, as shown below  Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before. I tried smart UV project and cube projection, but they just mess it up even more. Does anyone have a solution to this?