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Connectivity Particle Binding
#2
(02-04-2026, 03:44 PM)Eritar Wrote: Hi!

Is there any way to make Particle Binding limited to vertex connectivity? 
For example, if my character has close by geometry, like fat folds on a belly, or structure similar to brain or corals, is there an easy way to limit binding to connected geometry, so one particle may bind to a single closest fat fold, for example?

Also I greatly appreciate all your help along the forum posts, but I don't want to spam you with "Thanks, that worked!" messages.
Thank you very much!

Hi,

Particle binding is *already* limited by connectivity: in surface sampling mode, it uses the mesh's edge connectivity (after decimation to the desired resolution). In voxel mode, it uses voxel connectivity (approximate euclidean distance inside voxelized volume).

One caveat though is that in voxel mode, the voxel resolution used to determine connectivity is not the sampling resolution but the shape analysis resolution. So if your resolution is not high enough to say keep the legs of the character separate, particles belonging to one leg might be bound to particles belonging to the other leg. If shape analysis is high enough to keep voxels belonging to each leg separate, clusters crossing from one leg to the other will be flagged as invalid and discarded. So may need to increase shape analysis resolution in your case.

let me know if I can be of further help,
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Messages In This Thread
Connectivity Particle Binding - by Eritar - 02-04-2026, 03:44 PM
RE: Connectivity Particle Binding - by josemendez - 06-04-2026, 08:17 AM