– Split the mesh in pieces based on location of emitted particles, instead of using existing faces. This will typically give a splitting that appears more random.
– In this example I also applied the Solidify modifier to give all faces some thickness
– Remember: The Particle System must come before the Explode modifierin in the modifier stack!
– And here the same simulation but particles are visualized (remember: you need a particle sysytem on the exploding object!)