It’s a really cool feature that I’d like to add in the future but it’s not planned at this time. The idea would be to evaluate a material on a mesh’s surface and based on a material output (could be opacity or some other custom output) a list of potential spawn points would be built. These spawn points could then be used as initial locations for GPU particles.
The whole thing could be very efficient and you could make some really cool effects, like the dissolve you mention.
If only I had infinite time to code!