v05 Update: Fixed collision meshes, adjusted shading and size of particles.
v04 Update: changed the motion blur from render based velocity motion blur to a point trail with tubulence noise.
Wanted to get more familiar with setting up event driven particle effects in Houdini.
All POP and pop sprites. Main thread spawns and two sets of explosions on hit. One short-lived burst, and one longer lived. A selection of the particles are seeded and chosen for a third burst at a randomized time. All procedural. Rendered with Redshift