This is my study of how to make cheap light on smoke. I calculate quasi normal from height-map and lit smoke with it. Also I am using distance from point scaling to add this shadowy middle of fx. Most of the work is done in shader. Height-map is generated in embergen ( depth pass) and tweaked in Houdini.
This breakdown is about showing cheap way of getting your smoke lit. I wanted to do everything in 1 pass and with minimal number of textures so I did not used normals or engine lit translucency.
Another example of artificial light on smoke.