I spent a very long time trying to figure out how to create a simple large scale smoke plume effect like the one in the attached file. I've tried many things like playing with custom divergence fields, different turbulence scales, different layers of disturbance, different cooling rates, and obviously changing the noise scale and speed of noise animation on the source and turbulence. I get a very stringy behaviour in density close to the source due to the buoyancy from temperature and especially when using wind I get a lot of streaks. I tried doing the simulation at low resolutions to get the general shape right then doing an upses simulation to add the high-frequency details among other things. I'm not really sure what I'm missing ut most of my results look like the attached picture.
I would really appreciate any help on advise on how to approach creating this look, also if you know if any tutorials out there(free or paid) I would very much be interested.
Straight_Smoke_Plume_2_0764_2K.mp4 ---reference video
What I'm usually ending up with
what I want to achieve