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Allow volumetric and/or surface area based spawning of particles with (skinned) mesh renderers #3247

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Banane9 opened this issue Dec 2, 2024 · 0 comments
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New Feature A new addition, whose complexity hasn't been evaluated yet

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@Banane9
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Banane9 commented Dec 2, 2024

Is your feature request related to a problem? Please describe.

Correct me if I'm wrong, but in the video it looks like the skinned mesh emitter is based on the vertex density of the mesh, i.e. where there's more vertices, there's more particles. Would it be at all possible to allow this to be surface area or volume based as well? That would greatly improve the effect for many applications, imo. For example in the video, it's kinda distracting from the effect, that the particles are much denser around the head and hands than the body when moving, imo.

Originally posted by @Banane9 in #587

Referring to the video on skinned mesh renderers as particle emitters:
https://youtu.be/CCrP-bi02H0

Describe the solution you'd like

Allow volumetric and/or surface area based spawning of particles with a (skinned) mesh renderer to produce an equal density of particles in the mesh's volume.

Describe alternatives you've considered

All other modes are biased towards areas of higher mesh density.

Additional Context

No response

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[Bb]anane9

@Banane9 Banane9 added the New Feature A new addition, whose complexity hasn't been evaluated yet label Dec 2, 2024
@shiftyscales shiftyscales removed their assignment Dec 2, 2024
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