Depending on your scene, you may be better served to work with geometry rather than fluid dynamic systems…I’m not sure how to pull this off in maya specifically, but here’s how I’d do it in LW (the processes should be about the same, I’m just starting out in maya though…so I don’t know the names of the tools you’d use)
make a plane with a high number of subdivisions (start with 100x100 and subdivide as necessary) then apply some noise (probably inverted crumple in LW) to that as a displacement map…then finally, using normal displacement, jitter all your polygons by a few inches over every frame to get a soft edge… If this step leaves you confused, check out this demonstration painting with polygons…it’s for LW, but you can see the effect I’m talking about.
It’s going to require some hand-editing as far as the motion goes, but you’re guaranteed to get a solid look out of it, regardless of what the fluid dynamics want to do.
Seeing as this is a different approach from the ground up, I encourage you to try and follow through with your method…it’s going to be more versatile if you can make it work…but keep this approach in mind as a fallback