Hi.
I have one problem and can’t find the right (production proven i mean) method.
99% explosions i see at vimeo, youtube is large scale with just big amount of expansion, fuel and temp. But i want to achieve something like that:

Especially in the very beginnig. And then explosion begins at the impact point, expands and curls those streaks of smoke.
But i don’t know how far should i go with particles to sculpt this? Only the tips with several trail particles and let fluids do the rest? Or use long trails?
I tried to sculpt “cones” with particles here - https://vimeo.com/42033844
but the problem is if i inherit particle velocity by fluid it starts to curl (i think as result of removing divergence from velocity field) and if i don’t - smoke just don’t grow in the right direction.
And second - smoke (without combustion, fuel) is strictly tied to particle. as soon as particle dies it stops to evolve.
Hope someone could point me to some info - methods, quantities (maybe i’m doing right things but with low particles number, low grids etc).
I thought to use krakatoa to render high quantities of points with greater mass to behave as sand, ground fracture and in addition emit some smoke from them. But i don’t know how effectively comp these two later.
Thanks in advance. Any help is greatly appreciated.