zyadMmikelyndon-sesi
I think what you would need to do is create 2 separate simulations. One for the start where the particles are emitted and then a second that loops. I don't think there's a way to do it one. So you would play the first simulation and when it dies start playing the second which loops. The last frame of the first sim should match the first frame of the second sim.
so id have to render new vertex animation and color maps, with a different instance, material and mesh than the initial one? I thought there might be a way to loop the material instance to read the maps from a different frame number after looping once
what about using the subimage index ?
thank you for your help
Found it!
you can use particle relative time instead of world time when setting up UV scrolling in the material