6 r36007M OS X 64bit Notes: I don't know if a Collision modifier would be required for the emitter mesh for this to work, but even if you use it and even if "Particle Friction"(Collision) and "Collider Friction"(Hair dynamics) are set to max, the hair still penetrates the emitter mesh. As gandalf3 said, you can enable Collision on the rigid bodies, and set Hair Dynamics in the hair particle setting. com/l/Ix That is why I have included 5 full tutorials in which we use the Particle System to create different renders and animations! The first one being on grass. This would normally make particles disappear once 'dead' so we goto the emitter and get to it's particles properties and open it's "Render" tab, tick "Died". The collision mesh modifier is very easy to use and it can dramatically improve the performance of your collision detection algorithms. I tried the particle system with 'die on hit' ticked, and to the blade I added collision with 'kill particles' ticked, but that didn't work. Many times, multiple particle systems interact or merge with each other to achieve the overall desired effect. I already changed the mesh to collision, and there are tiny areas where the dragonflies still pass through the mesh, as you can see on the right and front facing sides. For a solution less based on "particles" that might be more manageable with complex moving meshes, you could try a volumetric shader in which the density is animated using some sort of noise texture.
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