Hey guys, thanks a lot for the kind words
I share two nice "techniques" that I used to create that picture:
The Smoke (The credits for this one goes to fused since it was all his idea ^^)
The smoke was created using 3 what is called "Sweep-Nurbes" in C4D. Its a modifier that creates a object out of two splines, one "rail" and one for the thickness.
So we use here a rail spline based on a Helix with tight swirl radius on the bottom and wide on the top.
The spline for the thickness is a longer shape with some irregularities.
This smoke mesh is kind of low poly and gets smoothed out by Indigos subdiv, the smoke material is also kind of simple.

- The smoke mesh

- Two splines that a smoke swril is made from.
- screenshot.2.png (3.64 KiB) Viewed 10642 times

- The smoke material
The Caustics
I played around quite a long time to get some proper caustics for that glass, but I failed with each approach.
Until I had the idea of a "laser-pointer", that should only bring out the caustics but don't lit the scene further.
So I created a IES file that was kind of a bundled beam of light and shot it into the glass to get fancy caustics.
I decided to have a little broader beam, so the caustics don't get ultra sharp, I felt that would disturb the choosy atmosphere.
Finally I realized that rendering the scene took way to long and the caustics needed ages to clear out. This seems to be related to Indigos importance weighting of lights. If I would render 5 light-sources individually for 1h and merge them in PS together, the resulting image would be way cleaner then rendering all of them together for 5h!
So I rendered the whole scene without the "IES lightbeam" and did the laser beam solo and merged it in PS.

- Render of only IES light beam only