Back on thinking about how to achieve something similar to this result
Right now I was able to achieve this
I did find two main limitations in my personal and limited push for better results (using HF3P, I suppose situation is not drastically different in HF4)
- Particle system UI is really crowded with many elements to remember, in a long list of parameters
- Being all on CPU can become really slow. Current simulation is about 10.000 particles for the smoke and 500 for the flowers, just testing and try various option is difficult, caching didn't solve in the design process since you need to change and test, no caching possible (AFAIK)
Looking around I find i.e. Trapcode Particular UI really more visual, there are also some particle systems partially based on GPU i.e. in the game engines such as Unity3d, Unreal or CryEngine, that allow a big jump in speed.
Interested to know what did you think can be more beneficial and achievable for i.e. HF 5 (or 6?), UI or speed improvements, neither or both of them.
My current system is i7-860 2.8Ghz, 14GB RAM, HD7950 Boost (= R9 280).