28-05-2021, 10:14 PM
(22-05-2021, 07:43 PM)NathanBrower Wrote: The way that I have solved this is by generating the blueprint with a different mesh with a vertex where each particle should be. The mesh used to create the blueprint and the mesh that actually deforms in the scene do not need to be the same!
Interesting, that gives you full control over the particle distribution. An automated solution would be a better workflow for us, and the fact that the mesh used to create the blueprint can be different from the mesh deformed suggests generating new intermediary particles would be fine. It seems to match up the particles to only nearby vertices so the intermediate particles may not be actually used for positioning, but they would impact the simulation.
I might write an alternative surface blueprint generator that does this. Maybe also experiment with new methods for connecting particles with neighbours, as distance isn't always producing good results.