I think the key is not fading but controlling the size of the particles and their lifespan. When you want the fire to die, make the particles smaller and have a shorter lifespan.
Woah, very nice result. this kind of ‘ballsy’ fire/explosion is actually better than volumetrics for some styles, like Team Fortress -like cartoony stuff etc.
For the bottom node, use a bokeh blur or image to create the lens image. The nodes will then use the render colors to make the lens take the same color as the scene or bright light source.
Can you distort the sphere shape as it rises? Perhaps through a global texture? From memory this fails as the particle objects are duplis and don’t respect the particles location (taking the origin of the source object instead)
I’m still learning new things about the particle system everyday, I didn’t know you could change the size of the particles when they age. I will have to try that out tonight.
Also, the animation looks good, how did you get the sizes to change?