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emitting from surface


borisb2

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Another question:

I am having a character that needs to emit particles. When using "surfaces (random)" in the POP-network Houdini obviously takes into account the topology (density) of the poly mesh. At denser parts (hands, head) there will be a lot more particles emitted, which makes sense of course.

But what if I want to get a more even distribution? Maya per default (as well as Realflow) seems to not take care about poly count and evens out the emission across the whole surface which is what I want in this case.

What would be needed in Houdini to achieve the same effect? Convert to sdf and create a new surface from there?

Thanks.

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