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It would be better to have at least drag particles and smoke combined.
A more complicated technique you could try if you want to have dirt jets from the tyres, is to simulate those in the liquid simulator using splashes that split, and then use those as a source for smoke in а fire/smoke simulator.
You can find those in the PHXSource if you choose to emit particles - unlike foam and splash which are affected by gravity and interact with each other, drag particles take their velocity directly from the grid simulation and are simply dragged along with the fluid. Those are the particles the vid above uses to create the render-time effect of grain and dust mixed with the smoke.
i think you need invisible object in the contact point with emitting surface directed backward.
perhaps beside this you need a non solid cylinder around the tires, set as "source" that affects the velocity, this will involve the fresh born particles into the tire movement.
The way I did it was just to attach particles on the tires, add a collision for them at the ground. Then spawn particles from that point that phoenix can use to generate its smoke.
With this you get different behaviour at any time during your animation as the particles will be spawned in the correct direction. If the tires spinn, then you get its velocty from there, plus more smoke since a larger amount of particles are generating the smoke compared to a slow roll. If you just do a handbrake stop, then you would get a different behaviour that just "left" smoke behind instead of shooting them backwards etc.
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