This setup relinks granular particle-constraints to get a clumping effect.

This setup splits particles by particle-id and let only one stream collide with geometry.
This setup uses a granular system to simulate molten iron. In a second step smoke is added based on the heat of the liquid. Note: First cache the particle cache and then run the smoke sim.
Animation of a source during particle emission will transfer the velocities to the particles.
This setup makes particles deform according to an animated alembic file, but releases them over time to create a dissolving effect.
This setup changes the “maxStretch” attribute inside the smoke volume. So particle constraints will break more easily inside the smoke.
This setup changes the “stick” attribute near smoke. So the stuck particles on the head get unstuck.