ctrl + tap -> select heated map mode
in modifier property, hide icing particles viewport display
draw a heated map on icing exclude inner circle and glob
rename vertex groups to sprinkle density
connect point density to input
in modifier property, select sprinkle density as input density
add -> utility -> math
multiply input density by 10000 to point density
change points distribution type to Poisson disk
connect input density to density factor, input value to density max
Poisson disk help reduce icing particle overlap
reference:
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