In case you don't know what a snowglobe is (just to be on the safe side, image here (http://www.english-heritage.org.uk/upload/img/12_SNOWGLOBE_lo_res.jpg). Not mine, just a photo.)
So what I do is, when the particles are falling, I have an SDeflector that is just a tad smaller then the glass. If the particles hit that, they will bounce back. So far so good. Playing the preview in the viewport is just dandy.
But I also want the particles to disappear when they hit the ground (bottom of the globe). So I added another collision test at the bottom of the event (UDeflector - see attached screenshot) which has the ground attached to it, and that will delete the particles that hits the ground.
Well, it kinda works, but the prollem is that when I do this, and play it back in the viewport, the preview virtually comes to a crawl. I only preview about 100 particles in the viewport, but still.
If I take the ground collision test out, and preview even 1000 particles, it has no affect on the playback. The ground object is a patch, made of splines. Would this be a reason that the preview comes to a crawl, or my event setup has some issues? Such as, I can only have 1 collision test per event or something...?
Is this the way to do 2 collision tests, right after another?