I am not very experienced with 3d or Blender so take my advice with a grain of salt.
I also apologize ahead of time, I don’t know how knowledgeable you are or are not on the matters presented, and my post reflects that.
I looked at your .blend file from your original post, and I noticed a number of things that could affect
your rendering of smoke.
Within the Influence panel of your smoke domain’s texture, the Density value needs to be enabled. Of course, given the image within your post #14, you already know this.
Your smoke domain has a particle system. I am not completely sure why it has a particle system, but - within the Render panel the “Emitter” attribute is unchecked. Well, if the smoke domain doesn’t get rendered then neither will the smoke.
I’m not sure what system is used to map a Smoke domain object’s Scale and Dimensions to the smoke’s actual render(of course I haven’t looked into it either), but scaling an object while in “Edit Mode” can yield different render results than scaling it in “Object Mode”.
I did a - few - experiments, and it seems that the easiest way, or at least the first way that came to mind, to control the scaling of the - rendered - smoke is to only scale within “Object Mode”. When the smoke domain’s scale was exactly half it’s dimensions the rendered smoke seemed to match the scale and dimensions of the 3d View smoke, otherwise it did not seem to match. When scaling only in object mode the scale always remains half the dimensions.
- Lastly, you may want to enable “Receive Transparent” for every material of every object within the Smoke domain. This allows materials to receive transparent shadows cast by other transparent objects. You can also use a number of other methods to see inside your domain, such as Ambient Occlusion, and Environment Lighting within the World context.