Nothing wrong with testing volumetric lights, but from my experience, I don´t think that´s the way to go, nor textures on polyplates.
As for my last screenshot which was blurred with vector blur in after effects and natural mode which has a very interesting effect that can be further altered in many ways, I just don´t have the time now to render out animations, these things probably take some days, weeks to research and render out ..if you aim for top notch effect level.
If particle amount is an issue, then perhaps the other way with fluids, gas solver is there natively but it would require you to learn how to direct the smoke etc, and damped the bouyancy and density, temperature lift of the gas which is there by default, and how to push the gas with the right vector nodes, it´s by far more complicated to set up and control than using blender 2.79.
Sample below, just used a cylinder, added quicksmoke effect, and painted area where I want the emission to be, make sure to select the vertex group for the painted weight map in smoke advanced tab, turned off temp diffusion which raises the smoke otherwise, which then would yield the smoke not moving, then add a force wind to push the smoke where I want it.
change cache method to openvdb, and just play to the frame I want, the files are then just cached saved to desired folder.
Import to Lightwave, rotate pitch 90 degree, set up emission in this case only for the vdb, enter nodes, add openVDB info and select density channel, then a gradient curve with tweakings on the alpha, then plug that gradient node in to the emission channel ..which will soften damp the emission in a much better way than the direct texture channels in the vdb main panel.
View attachment 152753
View attachment 152754
just a Quick test so i didn´t match it with solar panel objects, or other space mesh items, and it´s also without collision..had I more time I would have worked with that as well.
Gas solver natively is as mentioned also an option, but I think it would be harder to learn for you than getting up and running with quick smoke in blender (2,79) painting in areas to burn or emitt, work with forces in blender..and just learn to save out the cached file and import to lightwave.
Density is exaggerated just to be more visible in this showcase, the end result would need a lot more damping to be more subtle in the end.
Now I have to make early dinner, woke up at 3 a clock early morning today since I went to bed at 19:00 early evening yesterday, so I need to drop the testing for some hours.