
Some methods create islands of points to source the fire, although I find this creates fire trails that tend to merge together in to a solid flame and you lose the broken up effect.
On another topic, some techniques use a particle simulation to create the source for the burn/flame, while others just use particles that are scattered on the surface of the geo. I am not sure what the benefits are for using a particle simulation, but I do notice that it can cause dots of fire where the particles separate from the particle stream, which looks unrealistic, and there seems to be no fix for this, is that correct? Any advice on why to use particle sims would be welcome. The main benefit I know of is that it can remove fire stepping problems for fast moving objects.