when it comes to placing procedural animated shaders on particles, how is that done?
What I want is to have each particle that enters a givent event , at a given time, to have that material animation play from that frame to the end. So if I have a 50 frame animated shader (beginning at frame 0 and ending at frame 50), and my particle enters the event at frame 60, i want the particle to have that shader with it's frame 0 at frame 60, and it's end frame at frame 110. So How is this offset done for each individual particle that enters the event? or is it even posible?.
In terms of a more visual illustration, think about a bunch of boxex for instance, flying around , and at some point due to some tests or defectors or whatever , some of the particles desintegrate (animated shader based).
If you have any ideea, please let me know.