Duncan
Thank you so much for your advice.
The solution that seem to work for me is a combination of straight animation from a fluid emitter comined with the method you presented at Siggraph last year, where you used the colorAtPoint and add it into voxels.
I design my own version of image sequences that gives it
a "fluid" initial push and then I let dynamics to complement
it.
I found it to be a great combination of artistry and technology.
I am still learning fluids, and exploring new ways to use.
The aspect that I find it difficult to control is the detail in the smoke - the scale of the grain. I am trying to match it to the footage and have relative success.
If you have any more advice i would love to hear it.
P.S. I have read the papers you have mentioned a few months ago, but since I am not a C++ programmer, I could not think of a way to utilize the data in MEL or expression.