I am currently working on a project creating a logo, and I have it almost completed. One thing I am hung up on is the smoke effect I have. It looks like the smoke is fast forwarded. I have done some research but i cannot come to a solid conclusion, so I am ready for some help. Is it that I must slow down the speed of the smoke plus lower the emission rate to match the lowered directional speed, or must I create a Cache for the smoke, and use that to slow it down? Or, is there perhaps something I have not discovered yet? I look forward to your assistance. (please note that YouTube deformed the entire video some).
I don't know if it is any help to you, cuz you seem to be doing a pretty job already
But if I was you, I would do exactly what you mentioned yourself. Decrease the smoke's directional speed, and then perhaps also decrease the emission rate on your emitter if too much particles build up.
Not sure how you have that set up, more info would be good, i.e. what you are using as far as fluids, particles, nParticles, etc. what fields you have etc.
If you are using particles (or nParticles) try adjusting the "conserve" value. (a little goes a long way). You'll want to decrease your emission rate, and If you are getting the smoke to rise just from the emitter speed, you will have to add a uniform field or something to make sure they still rise instead of coming to a stop. (You will also need to kick up any other fields a bit)
You could also just try throwing a drag field on it. (You'll probably want to take the "attenuation" down to zero). Again you will have to adjust your fields, emission rate, etc. and maybe add a uniform field to make the smoke rise if you are currently getting it from the emitter speed.