You still have to set it up as if you were using Xpresso/TP, so you need a TP Particle Geometry object and the pyro material goes on that. Of course you also need the Environment Object with the Pyro volume tracer material.
I’m not sure if this is the only way, or the best way, but it seems to work if you use two heirarchy nodes.
What I did is use one heirarchy node to address all the children of a null, and then feed that result into a second heirarchy node addressing the children of those children.
I think what you’re looking for is the xpRewind modifier. Check the associated video for an explanation of how it works, but note that in the most recent release the emitter’s “Rewind Data” option has been moved from the Advanced tab to the Extended Data tab.
I would poly model it and put the result in an SDS object to smooth it. I’d start with a Tube Object representing the top rim. Default 36 subdivisions is probably about right. Make it editable. I’d model one of the three support arms (extrude, more, and scale) and then delete 2/3 of the object. Make two copies and rotate them 120 and 240 degrees respectively. Connect them into a single object. Create a 24 segment cylinder to represent the hollow middle section. Make it editable and connect it to the other object. Make cuts necessary to bridge the two objects. Use the Stitch & Sew tool to bridge them. Etc. Hard to fully explain in a post.
Sure, just create your polygon selection, place the material with the multishader on the object to be cloned, restrict it to the polygon selection, and then add another material for the rest of the object.