Particles density instead of total number
I use Particles + Weight Painting for populating a vegetation (like trees) in my scenery.
The current Particle System needs to know the final particles count, but this workflow doesn't work for me well:
- I always know how dense my vegetation should be, but I never have an idea what number gives me the desired density, as it differs for each ground model (emitter) = need of guessing some numbers randomly which is often confusing, especially when ...
- I have to re-adjust this settings every time I weight-paint the model or the ground (emitter) size changes
For these reasons, I would appreciate an alternative parameter - the Density.
With Density = 1, the particle system would:
- generate 1 particle per 1 unit (i.e. square meter), so there would be 30 particles generated on an emitter of 30 square meters area
- it should also incorporate the weights, so if all the model has weight = 0, no particles will be generated
- 4 square meters painted by weight 1.0 = 4 particles
- 4 square meters painted by weight 0.5 = 2 particles
- and so on ...
I believe this could be huge time-saver for many people as it would lead into much more predictable and hassle-free workflow.
3 Comments
This has been suggested before. That being said I agree 100% and this would be very useful for me as well.
The current setup gets especially weird, when adding additional areas - since original areas then are "depopulated". Moreover, with a "density" spinner you could share the same particle setup over multiple objects much better!
I ended up by creating and addon that does the job for me: github.com/jendabek/blender-particles-density