So I will select back my cylinder object. I will give it a relevant name, dust-emitter, and I will then head over the particle system tab. The dust emission is going to be a burst, so it need to occur at the beginning of the explosion and end on the same frame. So for frame start and frame end, we can set five, and let's try NUMBER_TOKEN particles for the particle number. As seen before, particles are affected by gravity and we don't want the dust to fall down. So I will go to the field weight and I will set the gravity to zero. Let's play the animation to see how it looks and we can see our particle following the ground plane. We don't want the particle to die so early, so I will set a lifetime of NUMBER_TOKEN frames. I will increase the normal speed and add a bit of randomness. As for the explosion cloud, we want the dust to start moving very fast and then slow down rapidly or damp. So I will go to the physics and add a bit of damping to it. Let's have a look to our animation. It looks a little better but the particle are a bit too slow. This is the time where you have to play with the normal speed, the damping and the randomness. Remember that FXs is an art form and so it needs experimentation. For the time being, I will set the normal speed to NUMBER_TOKEN. I will also increase the number of particle to NUMBER_TOKEN and what bother me a bit is that the particles are kind of grouping a bit, creating some grabs. There are different ways to fix this. We can increase a bit the randomness but it may destroy a bit our ring shape. What I can also do is increase the resolution of the emitter because the particles are emitted pair faces following the normal of those faces. If we have a smoother cylinder, we will have a smoother ring. I will simply go to the modifier stack and I will add a subdivision modifier, set the subdivision level to one and then apply the subdivision level. Once you've applied the subdivision modifier and you play again the simulation or the animation, we should have a slightly smoother outer ring. Now, we need to apply our dust object to those particles. So I will go to the render tab, choose object and search for my explosion-dust.
NO_SEGMENT_TOKEN