Hey @suraj_agarwal ,
I just checked your scene and indeed, the option in question would not work by default. We would have to do a fair bit of changes to make it work, and ultimately - I think it won’t do what you expect it to do. From the Foam shader documentation:
Size Multiplier by Particle Age – When enabled, animation of the Size Multiplier parameter is evaluated individually for each particle. The Age channel of individual particles is treated as if it is the Timeline itself, and animation applied to the Size Multiplier is evaluated over it. Therefore, the Size Multiplier animation is applied to each particle, starting at its time of birth. For example, animating the Size Multiplier to go from 1 to 0 over Timeline frames 0 to 30 will individually scale down each particle during the first 30 frames of its birth. Conversely, when this option is disabled, the Size Multiplier animation treats the particles as a collection of points, and scales them simultaneously, regardless of their current age. For example, animating the Size Multiplier to go from 1 to 0 over Timeline frames 0 to 30 will simultaneously scale all particles in the simulation over the first 30 Timeline frames, and none will be visible on frame 31.
This means that you would need to animate the Size Multiplier parameter on the shader itself, in addition to having the age parameter exported for rendering.
I’ll say outright that I think there’s a much simpler way to handle this in Houdini.
By default, you get the normalized age from DOPs when doing particles simulations. Even if you don’t have it, you could easily calculate it as nage = age/life. You could then use this as a multiplier for the pscale attribute, essentially giving you the same result, with the added bonus that you could easily preview this in the viewport.
Here’s an example scene - LINK.
A couple of side notes - it would be better to use Alembics for rendering if you plan to send to the farm.
Additionally, we’ll probably hide this toggle since, as demostrated, there’s a much more straightforward way to do this in Houdini itself.
Hope that helps!