Yes, that should be easier.
*Create a plane.
*Convert to particles - either using a PRT Volume or using PFlow.
*Align a Free Camera to the Plane to project the image onto the plane of particles
*Assign a Material to the particles using Standard Material with Camera Map Per-Pixel map in the diffuse slot.
*Pick the new camera in the Camera Map Per Pixel map
*If the image is a sequence of images (animation), check the “Sequence” checkbox in the Bitmap texture map when loading to turn into an IFL so the animation would get projected over time
*Repeat the same for the Opacity channel, using the Alpha of the image sequence - this will control the Density of the particles so where alpha is 0, the particle won’t render.
*Now use Krakatoa to save these particles to disk as PRT sequence, including Position, Color and Density channels.
*Load this sequence into a new PRT Loader
*Create a Particle Flow with Krakatoa PRT Birth and Krakatoa PRT Update operators picking the PRT Loader. Check the Color channel to be loaded. (for the Density, we will have to do some more work though).
*Apply forces to the particles to dissolve the plane - the colors saved in the PRT Sequence will stick to the particles though.
As mentioned, the Density does not go into PFlow directly because it has no concept of Density. Thus, we will have to add a KCM on top of the PRT Loader, switch the Input node to Density channel, switch the Output channel to MXSFloat and make sure the MXSFloat input is checked in the Krakatoa PRT Update operator of the PFlow. Now add a Krakatoa Options operator and check “MXSFloat->Density”. This tell Krakatoa to read the MXSFloat channel we just copied the Density to as the Density at render time.
This setup will require a light to illuminate the particles, otherwise you will get black. If you prefer to render without lights, you can add a global override KCM in the Krakatoa Render Globals rollout and copy the Color channel into the Emission channel, then enable Use Emission. This will make the particles self-illuminated with the color saved in the Color channel we projected and saved previously…
Note that this is all from top of my head, I have not tried it out yet and it might not work in some points - if you hit a wall, post here. I might try it out after dinner…