Hi Matt,
Please have a look at this file:
https://www.amazon.com/clouddrive/share/fwgoM5QupEXDJesNT85LSsSaFRaX7tJne0uOOGHjEZ2
I have recreated the bouncing/steam box, as the old one, as mentioned above, was kind of weird.
I have used lights as steam here, they do not produce illumination, just visible light. Which can be set in the Noise section to a certain quality. However, check all tabs for changes. Lights are the most underestimated and used objects. I see them more often than not, mostly in default. Anyway, the use in a Cloner-Object allows for the option to cache them. In this way, it is possible to select and hide unwanted steam-balls.
I have used different sizes of the new deflector/steam box.
In the provided file, the Geometry for bounce or Kill was the same. That makes no sense. If it doesn’t bounce, it will not trigger a kill command.
Steam is not moving with the same speed to the wall and then vanishes. Which gave me the option to introduce some friction, based on age. That the Deflector isn’t working had three reasons. First, the speed was too high to trigger all, as it is done only once per frame> Secondly, the PWind is adding speed to it, which made it even worse. Third, the system is not really up-to-date, you mentioned that before, and yes, X-Particles is newer.
How would I do with TP these days? I would set up a scene ten times slower than needed. Save that as Alembic and speed it up.
I have introduced a fog object/material, which fakes a full filled steam box after a while.
Enjoy your weekend.
P.S.: I could think of a short particle burst, introducing the steam, and then having the shape and bladder as defined steam-volume either way, as fog only. Quick and informative.
Here is just the fog set up with an animated space for it.
https://www.amazon.com/clouddrive/share/PPSczGPNQvsYZbmOi2wXSkc7TDvoo8zBBuJgNmn1KRE