Best approach for a type of steam/smoke?

What we have done previously to achieve such quality in a relatively static image is to MODEL the steam shape as a mesh, then convert to particles using PRT Volume, apply some KCMs to “eat away” particles based on a Noise Function and or Map based on their SignedDistance channel and render as Voxels. The result is a cloud-looking structure that is absolutely controllable in shape and can be fine-tweaked with the KCMs and maps.

Here is a popular example:
Krakatoa_Voxel_Clouds_v017.jpg

Here is what it was made from:

If you are interested, we can try to help you get something similar working for your setup…