I have a UV Sphere emitter which emits sphere particles. As in the figure the emission is not organic. Is there any way to make it more organic like the particle is stretched out from the sphere like metaballs separate?
You can't really emit particles directly from Meta Objects themselves, so you'll just have to fake it. Just add a large Metaball overlapping your real UV sphere covering the actual emitter.
Adjust its size so it covers it entirely, or alternatively make the real emitter non-renderable.
Make sure it is named after a similar prefix to the particle Metaball (
MBall## by default), so they actually interact with each other.
This is beyond the scope of the original question, but by popular demand here are the settings for the first demo image, relevant properties circled.
Simple particle system with Newtonian Physics, pointing to a small Metaball object. Under Velocity turn off Normal and increase Object Z slightly. In the Field Weights disable gravity so they "float up", then add a texture to it.
Make the texture is Blend type, and turn off all influences except Size. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.