This is going to be a two-part question. If the first part is easily answerable, then please ignore the second part.
First, is it possible to have 3 (or more) seperate particle events emmitting from the same object, when I want all 3 events to emit from seperate groups of specific selected faces?
If I create an event, and have it emit particles from the selected faces of an object, it works exactly like it should. But if I want to add an event, and have it emit from the same object, along a separate selection of faces, my previous selected faces will no longer emit from my first event. So is there a way to have particles emit from seperate material IDs of an object? Or are there any other suggestions to achieve what I want?
My work-around has been looking for a way to achieve a simlar result using particle paint, which brings me to the next question.
Using particle paint to paint on particles to another object gives me exactly what I’m looking for–I can paint on 3 separate particle events onto the same surface geometry. However, when that surface begins to deform, the painted particles “slide” around. Here’s some pics to describe what I’m trying to do.
First, I have a cylinder to act as my surface geometry emitter. I want to have the Teapot, Cube, and Pyramid to be emitted from separate areas along this cylinder.

Using particle paint, I’m able to get all three events painted on how I want them.

Once the cylinder gets deformed–in this case, with the bend modifier–the particles stay in their emitted location.

Using the “Lock/Bond” operator in pflow, the emitted particles begin to lock to the surface, but they act like they’re “sliding” down the geometry of the cylinder.

Is there a way to get them to stick exactly onto the surface of the cylinder in the position that they were emitted?
My only work-around for either problem is to have 3 separate cylinder emitters, then hide each one from being renderable. Is that my only option?
