Getting the RendersOk so the first thing we need to do is to determine: is this enough choreographies, and if so what do we want to appear in the rendered image from each chor?
We have one chor that can hold buffers found only in the EXR file this will include lights and shadows and other surface attributes. this will be fine for the base, what we need to ensure is that there are no particles rendered in this pass. this is a render property that does just that on the camera:

easy as pie. we now render this chor just as we do any other, using EXR will allow us to access buffers later and give us more compositing options, I would render it exactly like I did the Starting Simple project.
Our second chor is a little more complex, what we are looking to isolate here is the particles, we don't want any other aspect of the chor to render at all. we have a couple options on how we can accomplish this, my prefered method will not alter the contents of the chor at all: Start with the uneccesary models which in this case is just Ground and turn their active property to OFF:

now we have just the ball guy and the particles in the scene, we need to make the ball guy invisible so we can just keep the particles. we do this by setting the surface property for transparency on the shortcut in the particles chor to 100%:

now we render this chor in any file type that supports alpha channels. I like to use openEXR just to give more flexability when we composite later. but the only buffer we need will be the Alpha buffer:

but of course we will need to render with Multi-Pass on and Particles Enabled. we can, however turn off shadows and reflections to help speed things along.

Next time: Building the Composite