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Anisotropic Particle Density on Characters
#1
Hi!

Could you please advise me on what would be the best solution to have a blueprint optimized for a full soft body character, because isotropic particle density is an inefficient approach IMO.
Ideally - Blueprint window could support a "density" map, akin to skin weights map, because it doesn't make sense to have the same particle density for a thigh, or a spine, as for example for fingers, or face, or other fine-detailed extremities.
Splitting the character into different meshes with their own different blueprints is a workaround I have found working sort of well, but you can't reliably "stitch" the mesh to be visibly watertight, and have it have continuous simulation, so there are gaps (for example on a wrist where more high-particle hand meets low-particle arm) in the mesh.

Could please advise if there already is a way to solve this issue?

Thank you very much!
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