Hi!
I’ll try to explain myself…
Particles made with a particle generator are virtual, they use a mesh as emitter, but are not vertice by themselves.
I use real meshes to create particles. It’s not complicated, bu takes some time to be done.
I apply a halo material to a mesh., and make for example a small Ico Sphere level 2.
I add some random by subdividing it with fractal.
I put this sphere at the starting point of the smoke, and insert an AVK Key or An RVK key. AVK is often better, because it allows several positions on the displacement.
For the Speed Ipo, I select Linear and Interpolation. When the effect will be finished, I will set it to cyclic.
Then, I put my cursor some frames further (100 frames for example for a smoke vanishing in 4 seconds), and I insert a new key.
In editmode, I resize and deform the smoke cloud at it’s final position.
I get out of the edit mode. It is done for the shape, and you can run the animation.
Now, you have to set the transparency. You material will be given an Alpha Ipocurve decreasing in time on 100 frames (in this example).
When running the animation, the smoke will dissolve progressively.
For a realistic effect, you’ll have to make several clouds using this method and you’ll shift their Ipocurves in time by steps 10 or 20 frames for example.
Hope this is understandable.
Philippe