And a sample screenshot of texture settings.
Lightwave has a great library of many many noise fractals apart from the Rman collection, something I wish blender had, if it had I would probably use blender to render more for these kind of stuff.
For embergen, you would have to approch it differently in terms of scale etc, but it would be sweet to map the fluid emission the same way or similar, and make it work only on the density texture distribution, then other forces to drive it.