View Full Version : How do you make particles explode in only 2 dimensions?

03-28-2015, 07:53 AM
I am trying to create a particle emitter where they move out from the center, but only in 2 dimensions. Imagine like when the death star blew up and a ring came out. I can't seem to get particles to do this. Setting the velocity in Z and X just means those are components of 1 velocity in a diagonal. The explosion setting always explodes in all direction. Any help is super appreciated!

03-28-2015, 08:59 AM
I've had a bit of luck emitting particles in two dimensions by squashing the emitter to be flat, having a per-frame emission rate, and spinning the emitter very quickly. The rate of rotation needs to result in a prime number of degrees per frame so you don't see a pattern (e.g. a spiral) in the emitted particles.

I've atteached a quick sample scene. For this 120-frame scene, I set the Heading on the emitter at frame 120 to 57 * 11 * 120, so each frame has 57 * 11 degrees of rotation.

Having said that, I've never achieved the ring-type shockwave using particles and hypervoxels. The stretching capabilities of HVs are very limited, IMO, and cannot be combined (e.g. a combination of 200% Velocity, 5% Y, and expanding X,Z stretching). I've ended up just modeling a ring, expanding it appropriately, and using its Surface to make the shockwave features.


03-28-2015, 09:18 AM
Should be doable, but make your emitter flat on the z- axis, no value at all on that channel.
then I would suggest..donīt use explode, try add a procedural in the velocity motion vectors instead.


03-28-2015, 09:38 AM
Just tested, should work anyway with explosion if you just make the emitter 0 in size for z channel.
turn down explosion to zero and use a ripple texture in that explosion channel, set wavelenght to 1 ..and you should have a ring shockwave.


03-28-2015, 12:44 PM
There was an old tutorial on this for LW 8 or 9? no particles it used a rectangle morphed into a disk, then procedurals and gradients to create the shockwave effect, you could ad particles along the leading edge using a gradient and a very short lifespan to create a sparkly effect along the edge.

03-29-2015, 11:14 AM
There was an old tutorial on this for LW 8 or 9?

this one maybe ?

Ryan Roye
03-29-2015, 11:36 AM
Also remember that if you save a PFX file, and then load it, you can go into the emitters File tab and set its playback mode to "Parent Recorded CP". This will make the emitter play relative to the position, rotation and scale of the object it is assigned to, which means you can simply set the z scale to 0 if you want to flatten the particle animation.

There's also various other ways to achieve the effect as mentioned above.