Here's a better version of the last attempt.
The low res smoke sims are cached out to disk and is then up-resed at render-time.
For this process, no additional fields/noises were used. Its derived from the
original movement / velocities of the base layer.
The method works with the velocity fields of the low res sim and modifies the density field to add in more detail, all of which is done at render time and is independent of the previous frame data (which means it can be pushed onto the farm for renders without having to worry about resimming at a higher res)
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