Forum Archive › Pokemon Challenge 2022 – Pokeworld in a bottle – WIP
Haha I love how this scene is coming along!
You mentioned some more depth might be nice – could you use some trees close to the camera and blurred out perhaps?
Or maybe some of your sausage characters (sorry I don’t know the name of them) in the foreground and blurred out again – but arranged in a semi-circle looking at Pikachu, almost like worshipping him like a Pokegod?
@beefkeef, excellent idea, that gives it suddenly a feel of Indiana Jones and the temple of Doom where the priest is doing some shady ritual. I’ll explore it. also I notice the aspect ratio is too narrow. Need to work on camera, foreground deco and aspect ratio next ,
Before tweaking the scene, I gave a little grooming to pikachu. worked with 3 vertex weight zondes for different hair sizes en densities, to go from rough body to finer head and even finer hair around nose en mouth. I think it already looks better.

The coloring of the fur inherits the face texture, that one was created by painting vertex color and using it as fac input from mix rgb and or mix shader. I still see some zones on the feet that need cleanup. the grass density needs to go up and i’ll slowly move to the canopy creation. Not sure yet what tree style I want.
Also after that I’ll play around with the camera settings to get more depth. I did introduce tilt shift to make the pokemon appear bigger as we lookup to him.
To be continued.
Cheers
Hey guys, just wondering. Is there a way to emit objects that are parented to each other in a hair particle system?
My guess is no, but maybe I’m missing something.
Thx
My guess would be yes, but I’m not sure, because I don’t understand what you mean exactly.
Could you try and explain it a bit better?
You don’t mean something like this, right?

Hi @spikeyxxx,
I was thinking about adding trees with leafs parented to a particle hair system. When I try to select the tree or the group where tree and leafs are present, th particle system never renders both as one item.
It’s like I need to join both leafs and tree trunk before it works, but doing so I need to reassign the leaf texture to the joined leafs. Which I want to prevent.
Not sure though how you managed to add a sphere at the end of each hair, cause I suppose it is kind of the same way of working?
Currently traveling so cannot take screenshots, will add them tomorrow or so
Not sure though how you managed to add a sphere at the end of each hair
I used a Particle Instance Modifier on an Icosphere:
The fun thing is, that when you add physics to the hair, then the Spheres (or leaves, in your case) follow along.
We’ll talk tomorrow and see that we can get it to work.
Hi @spikeyxxx,
I tried with the instace modifier and could not get it to work. I suppose there is something wrong with the workflow I chose.
So using the sapling tree I create a tree base and add within the plugin leafs (based on a own leaf design)
The leafs are parented to the tree

When I select the tree in the particle system, it’s only taking into account the trunk and not the child leafs

using the instance modifier gets me the same results.
When I try to join both leafs and treetrunk, it not only joins the leaf object to the trunk, but mixes it with the instancer:

So I guess my question is, is there a way to achieve this with two objects that are parented to each other, or do you need to work using nested particle systems -> particle system of leafs to tree trunk and a second particle system of the tree trunk to the ground plane?
Oh, I see…
You mean something like this:
I think what you want should be possible, but I don’t know (yet) how to do that (with the Particle System…should be doable with Geometry Nodes).
But you can CTRL+J the leaves to the trea, making it one Object, like I did in the example above.
Hey yes exactly, except I can’t seem to remove the instances of the leaf elements. When I press ctrl j, the leaf and the instance element merges and creates a rectangular leaf. I can hide the instance, not delete it. This instance is created by the sapling tree plugin
Okay, I found somethingThanks to Chris P. : https://www.youtube.com/watch?v=UpvNJvsq-FU
The Ground gets a Particle System to spawn the trees, but set the Render to None:
Not sure if this also works with Hair, but this should do the trick.
Then make a Particle Instance on the Tree, which makes the Trees Meshes that can emit other Particles:
and add a Particle System after that, making sure to tickUse Modifier Stack:

Your technical knowledge is a thing of beauty @spikeyxxx 🙏
Wow instant level up! Thank you @spikeyxxx !