i would use hair curves or ribbon geo trail to art direct the trail. if trail are straight i would then worldcenter the head of the trail for the pyro sim. and then inject density / speed created from trail in a sparse grid.
trail ribbon
going the after burn way is really old school in houdini.
BUT if you really want that you need a cvex vollume shader that pcopen per point attribute at rendertime.
this might be useful to achieve what you want :
https://www.orbolt.com/asset/SideFX::pointcloudvolume