Are there any instances when keyframing the Particle Emission Rate down to
0 that particles should continue emission ?

In a simple scene I'm using a grayscale texture on a card to control
'where' particles are emitted, then keyframing the "rate" in the emitter 0
on a keyframe... and this works as expected.  In a more complex setup with
multiple forces (bounce, wind, drag, turbulence), and channel
re-assignments when particles pass thru objects... in this scene the
emission will not stop even when "rate" is keyed to zero

thx,
Ari

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