Debris particle sourcing issues
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- traileverse
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- Joined: Nov. 2015
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- traileverse
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- 369 posts
- Joined: Nov. 2015
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- Midasssilver
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- Joined: July 2012
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Whenever you are sourcing particulate debris, I'd suggest sourcing from the interior edges/faces of your shattered object. Then only source from primitives with a velocity over a certain value, to make sure you are emitting from the right shards. Source from either points or surfaces, but if you choose points, you may need to scatter points on the interior faces before you source, to get a nice, full sample to source from.
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