Probably a dumb question, but I'm trying to do a smoke grenade, and as the grenade is rolling and emiting smoke from the bottom, I'm trying to add velocity to the smoke so it's feeling like it's coming fast (away) from the grenade.
Yes, I would create a POP network to shoot out particles from the tip opening of the smoke bomb, that way you can control the speed and spread of the particles. You could also add a POP Force node to add turbulence to the particles, but it might not be necessary for the Pyro solver as it's got its own turbulence controls.
After you got the particles the way you want them, simply use the appropriate Pyro Solver shelf tool to have the particles drive your smoke simulation (maybe Billowing Smoke?) and you should be good to go. Make sure you switch off the view button on your particles or else you'll also get spheres along with the smoke.
So, I tried using particles and started to get the effect of push i wanted, but now the problem is more on the shape of that smoke I can't get a really thick smoke like smoke grenades. My smoke is noisy, doesn't emit fast enough from the particles so there is smoke even behind the emiter
Here's the hip file, it'll probably be more understandable that way