You mean because it appears on screen? You send it off screen to -1000 in Y or something. That generally does the trick.
On 4 February 2014 16:28, Ponthieux, Joseph G. (LARC-E1A)[LITES] < [email protected]> wrote: > Great!. Have that working. Now how do I hide the model that Instance > Shape sources without affecting the particle. If I change render visibility > it hides the polymesh and the particle. > > > > -- > > Joey Ponthieux > > LaRC Information Technology Enhanced Services (LITES) > > Mymic Technical Services > > NASA Langley Research Center > > __________________________________________________ > > Opinions stated here-in are strictly those of the author and do not > > represent the opinions of NASA or any other party. > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Rob Chapman > *Sent:* Tuesday, February 04, 2014 11:19 AM > *To:* [email protected] > *Subject:* Re: Alternate Shape for particle > > > > yes use set instance shape. then any instance of a particle can be any > shape you want :) > > > > On 4 February 2014 16:14, Ponthieux, Joseph G. (LARC-E1A)[LITES] < > [email protected]> wrote: > > Hello, > > > > Is there any way to generate an alternate or custom shape and provide that > to a particle system in place of the Shape node? The Shape node only > provides several basic primitives. If I wanted the shape to be a torus for > example, and I create a poly Torus and get torus.Shape and try to plug that > into the particle shape, it declares a mismatch saying the output is per > Point and the input is per Object. Is there a way to make these compatible? > > > > -- > > Joey Ponthieux > > LaRC Information Technology Enhanced Services (LITES) > > Mymic Technical Services > > NASA Langley Research Center > > __________________________________________________ > > Opinions stated here-in are strictly those of the author and do not > > represent the opinions of NASA or any other party. > > > > >

