Convert Cycles Hair Particle System to Mesh Object I'm hoping this community can help me solve a issue.
I have created a cycles hair particle system to render grass. This is successful in rendering and works great. However I want to convert this particle system into a whole mesh (A patch of grass) so I can distribute it across the ground in my scene, rather than using tons of memory with hair particles alone.

I have two issues with converting the particle system into a mesh in the modifiers tab.


It only outputs the strand vertices rather than the faces of the cycles hair rendering such as in my case True-normal.
The Material that is used in the particle system does not copy over or appear on the mesh. I presume this is something to do with the UVs as I am using the output intercept on a hair info node.


I'm hoping theres a solution within Blender or even a script that can help me with this process. Can you please help me out.

Thank You
I had the same issue converting hair particle into mesh, then trying to bake it in a low-poly model to use in a game engine. I found that there's no one-click solution built into the Blender, so here's my work-around:


Convert the particle into edge loops (click "convert" button in the modifier stack)
Convert the edge loops into bezier curves (select the edge loops and hit AltC)
Make them solid and shape them up using bevel and taper objects (Properties Panel > Object Data > Geometry)
Finally convert them back into mesh object (select the object and AltC)


You need to do quite a few steps in this workflow but it yields more control over final shapes.