I’m trying to make a mesh explode in 2 different directions.
For that I’m using 2 partical systems, mostly similar, but with mirrored initial speed vectors, and this hierarchy for the object modifiers:
- (particle system 1)
- (particle system 2)
(when I just tried to place an Explode modifier after 2 particle systems, it only used the last one)
Basically, this does the job pretty well - except it gets a bit odd when there’s longer time between the start and the end of particle emmission - because with this setup, one particle system basically spawns out of the other, and, when rendering, one particle can get emmitted, fly for a bit, and then spawn another particle flying in the opposite direction. Because of this sudden change of direction, it doesn’t look good enough.
So, I’m wondering, is there a better way to make a mesh explode in 2 pre-defined directions, with one half of the particles going one way and other half going the other?