I figured I need a few particle emitters per object. So I added one to my mesh, which was meant to create big chunks that were “peeling” off the mesh. Added fore field with turbulence to the scene create a chaotic flow of the particles.
Then I added second emitter to the same mesh, and particles from the second emitter were not affected by the force field in the scene.
Is it a bug?
Any tips on how such animation can be recreated in Blender?
How to make an object continuously emit particles, or rather emit them in bursts which are blown away by the wind?
this is not the support section
Try the decimate modifier + solidify modifier. you’ll need to play with the particle setting to get the effect you want
if this doesn’t work you’ll have to hand animate the big chunks
These sites have tutorials on how to create a similar effect blenderdiplom.com blenderguru.com
If you have your particles influenced by a particle texture, you can set a blend texture influence the time the particles emit. I think that that also includes if you add ramps to your blend texture (to mimic bursts). Although i’m not 100% sure it will work like i have in mind right now.
If you add a texture to your particle system (first setup your particle system or the option will not show), you can set the texture type to “blend”. Set the texture influence to “time”. This can get you an effect like something i made today: http://db.tt/s5t5XMeD . Blenderdiplom has a tutorial on that effect as well. Now, if you add ramps to your blend texture (under "color), and you have ramp “keys/markers” evenly added over the entire ramp (white, lighter grey, light grey, grey, dark grey, darker gre0y, black) and move some of those closer to each other, this will mimic bursts since the blend ramp is influencing the time your particles emit. I just tested it, and it somewhat works.
after you have the ramp as shown, move the markers closer to each other at random. Larger gaps will emit particles more slowly, smaller gaps will give more of a “burst” effect. The logic behind it is that the begin time of your particles emitting is represented by one end of your blend ramp and the end time is represented by the other. Then there is everything in between, that when shifted, will cause an uneven emission, thus bursts. See zipfile: burst.zip (709 KB)
PS: you can also go for an other texture type than “blend”. It’s the ramp that makes it work. Maybe “cloud” or “noise” or “voronoi” fit your need better.