This is a simple smoke shader that I've made. It makes sharp smoke with ridges. I've used 96 divisions for the resolution of the smoke here. The Cornell Box model used is from www.dgdigital.net/blender/cycles/blendfiles/cornell-box-cycles.blend I haven't experimented much with this shader, so I would be interested to hear anyone's results.
I don't really understand your question. This shader is applied to the domain object of a Blender smoke simulation in cycles to yield fairly decent looking smoke. What are you trying to use it for?
Wanted to see if Blander cooks its shader effects onto the mesh so it can be imported out to be imported into a 3d graphics engine to put the mesh smoke in a space simulator environment so your ship can fly through the smoke cloud as a non-collision 3d static mesh.
can this smoke shader can be flown through like a nebula in a space smulator as a static mesh ?
or is it just a rendering of a 2d picture, and not a modeled object?