Sebastian, I never thought I would hear myself say this, but that is
some sexy dust! I see that you are not spawning or cloning anything
and the dust 'clump' with its own ID starts as is and its just the
gravity, drag and turbulence forces breaking it up. really nice
solution that works so well visually. It would be really hard to get
that look any other way - ie with 'hero' geometry shedding more
particles as they shrink as you would still be able to track the
emitting ones.
there are some good hints for getting certain types of better dust in
this scene you provided so I wanted to thank you for sharing. it
appears crazy amounts and very little transparency is the key here , a
kind of 'brute force' approach that I usually would not consider and
try to approach with a volume shader or with Exocortex's Slipstream.
thanks for sharing!
best
Rob