I see this in the documentation and this is pretty much what I want to do but the exact opposite...
"MPEs work by emitting particles at the vertices of the attached mesh. Therefore, the areas of your mesh that are more dense with polygons will be more dense with particle emission."
We are trying to figure how to make parts of the mesh that are more dense with polygons be LESS dense with particle emission. I can't seem to figure out how to do this if it can even be reversed like that...
Can it? =)
asked Dec 03 '09 at 09:50 PM
I don't think there's a built-in way to do this, but you could perhaps just build a different version of the mesh which is solely for use by the mesh particle emitter (a little like building multiple LOD versions of your model), with the vertices arranged in the positions that you want the particles to emit from.
The mesh partice emitter doesn't have to use the same mesh as the mesh which the GameObject's renderer is displaying. :)
answered Dec 03 '09 at 10:08 PM