Two more tests. 
Remember intro for first Diablo 3 trailer? The fire stick and the candle?
Here, I’ve tried to copy that fire as close as I could.
Diablo 3 test:
Here’s the Pflow test driven by Fumefx velocity:
Ball:
Two more tests. 
Remember intro for first Diablo 3 trailer? The fire stick and the candle?
Here, I’ve tried to copy that fire as close as I could.
Diablo 3 test:
Here’s the Pflow test driven by Fumefx velocity:
Ball:
Hey CHRiTTeR, thanks, you’re probably right.
I hope mods will see this, and move this to appropriate thread.
Anyone care to give some comment?
I hope that lack of feedback is because of holidays.
That being said, happy holidays to everyone! 
Update
BUGS:
P.S. I’ll ask some moderator to move this thread, because I am really not getting any feedback here.
Thanks Matteo 
Already rendering new test, stay tuned. 
Bugs are just Pflow, with “keep-appart” to make sure they avoid each-other.
I am planning to hand-animate a single bug to climb on some rock, then fall on the back, and stuck in place with legs moving upwards.
And also, some more stuff on that shot.
Thank you RedCigarette. 
Quick animation for the client.
It is for game, and it will be played, after player loads game:
Well… kind of. 
I am attaching you a (unfinished) test of statue collapsing.
It has birds, but I am still not happy with them (and I am not happy with statue collapsing, of course).
Something is wrong with them… maybe they are too slow… or too small… can’t tell right now, but here’s the test:
I know I have somewhere Allan Mckay tutorial on flocking birds… gotta look into it again… I guess, it will give me some ideas… but right now, my focus is on the statue.
Tracking test and real camera comp with 3d models and effects:
I am not very good at compositing, so any advice will be very appreciated.
Also, any feedback for everything else is very appreciated.
Thanks! 
Thanks Matteo.
Not sure what do you mean about news?
So, here’s the new test just to keep thread alive:
news = new up or new test…
Your last video is good, but I see a very low details in the first part of fire, you can try to increase a size of grid (=spacing), also the amout of particles in a birth operator (you try if you don’t want change a spacing size) and reduce the size of Partiles (in FumeFx source).
My 2 cents 
Mat
Inspired by the Brandon Riza work.
3ds Max preview:
I will need your help to make this as better as I can.
All suggestions, critics, most welcome…
Cheers to all.

The idea is good, maybe you can start to add Dust, Debris (from earth) and shokwave.
The space ship destroy is more “rigid”… When it hit with the ground is broken in the sam eway for all body, maybe you should change some direction (Do you never use the mParticles glue operator ? )
Mat