In order to allow for more control and reduce simulation memory footprint I am creating the color volume pyro effects outside of the main simulation setups. This optimized my main pyro simulations allowing me to achieve higher resolution detail and faster iteration turnarounds. In order to create variation in the types of dust and particulate color of the explosion I advect colored points using the output vel of the main pyro simulation.
I then create an empty vector field from my density field and sample the colors from the particles in a point cloud search. This new Cd field is then sampled in the shader.