Here's what I'm trying to achieve:

I have an animated object that moves within a 3d fluid that emits density made to look like a cloud or smoke. I have it set to constantly be emitting density and also to dissipate very quickly so as the object moves around just rendering the flluid gives a cloudy version of the object where you can still see the general details of the shape of the object, but as if it is made out of clouds/smoke.

That all works fine - but what I want to do is have a wind come along and temporarily blow and dispurse this cloud around. With just how its setup now no matter how strong a field I put on the fluid - the density will still be emitting from the object and it just streaks from that source. I want it to look as if the whole object got blown around and dispursed then have it return to its original shape as the wind dies down.

The best idea I've had so far is to make the emitting object a soft body goaled to the non-soft original, then blow the soft body around when I need to, but otherwise it would be goaled to the original. Then use the soft body as the fluid emitter. This has promise - but is hard to control to get the look I'm after.

What I'd REALLY like to do is cache my fluid as it is now - then apply the wind/fields to the fluid AFTER the cache to blow the whole thing around....

Any ideas?