How about render it emitting from the cloud, then reverse the rendered seq 
after?

Sent from my iPhone

> On Nov 15, 2014, at 6:42 PM, Gary Jaeger <g...@corestudio.com> wrote:
> 
> Nice Mads. Thanks that works great. Adding the turbulence works perfectly to 
> break up the cloud. Now another question. I’m looking for a way to have the 
> point cloud be displaced *to start*, then have the particles settle into 
> position. As if I’m reversing the turbulence. In maya I might cache the sim, 
> and retime the cache. I see the cache node but I don’t see any way to retime 
> the cache.
> 
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650 728 7060
> http://corestudio.com
> 
>> On Nov 15, 2014, at 4:40 AM, Mads Lund <madshl...@gmail.com> wrote:
>> 
>> You could use this to get the number of points in your pointcloud: 
>> http://www.hagbarth.net/nuke/GeoToPoints.nk just hit "get number of 
>> vertecies"
>> 
>> However you don't really need to know the number to emit the way you want. 
>> Just set the "emit_from" to "points" and "emit_order" to "uniformly" this 
>> will make it spawn 1 particle per vertex every frame. So you just animate 
>> the vertex emission rate for that one frame you need and you are good to go.
> 
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