I converted my Inversion Geometry Sphere scripts to use nParticles instead of polygon geometry. This saves a ton of memory usage, but the trade off is some trickiness with rendering.
The big upside is that it’s easier to do physical simulation with the results. nParticles quickly does per-particle collisions, and interacts with any other part of the Nucleus simulation engine inside of Maya. You can assign a radius to each particle, and it will interact with the other dynamic objects using that radius.
These particles are setup as Blobby Surfaces, but with the Threshold set to 0, so they never combine. This requires that they all share the same shader. Separating out the colors takes a few more steps than with poly geometry.
Once I overcame those hurdles, my reward was super-easy rich dynamic system results using the Nucleus Solver, like this below: