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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.
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
Requesters
[Bb]anane9
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
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
Requesters
[Bb]anane9
The text was updated successfully, but these errors were encountered: