Bottom up view: In this version two separate mist sim layers were added, and the lifespan of the core flip particle fluid was lengthened to prevent vanishing particles. The color was adjusted to better match a reference (see below) and lights were re-positioned to show more detail. There are still some strange trails that freeze due to the bounding box for the mist particles being too small, and will be corrected.
Reference for color and multiple streams of oil
Oil well V02 121118
In this version the height of the oil spout was doubled and more droplets were added to the main mesh area. The oil mist amount was increased by boosting the advected particles to +30,000,000, and playing with the volume density, particle replication, and shader density. The mist has more detail available without having to resim by boosting the VDB resolution during the particle rasterization.
Close up on mist
Oil well test V01 113018
R&D based on "There will be blood" oil well blowout scene. The methods used were flip fluids to generate the initial oil mesh rising up through the oil shaft, RBD to push the pieces of debris at the top. Secondary effects included modified versions of the white water solver to generate "splashes", and finally the mist solver to create the fine smoke-like oil mist in the the 3rd test.