This is not even remotely possible in SceneKit for two reasons:
1. This example is using 100's of thousands of particles to get the lovely billowing effects around turbelence - Scene Kit simply can't handle that on anything other than a fully kitted Mac Pro. Maybe not even then.
2. There's a lot of stuff missing, as you've noted, from the particles in SceneKit that you might be accustomed to in 3D apps' particle systems.
HOWEVER...
You can export this sort of thing as a frame by frame animation (like a little movie clip) and use that... if that works for you, and you're not needing the effect to be close to the camera nor truly 3D, and then play it back on a placard.
Probably not the answer you're looking for.
Generally speaking real-time particle systems are an order of magnitude less capable than rendered particle systems. The only exception to this is the Unreal Engine particles, which are somewhat better than most real-time engines because they chose to put an emphasis on particles for this and the next generation of consoles and GPU cards.
But this is of little to no help if you're focusing on iOS as the devices generally don't have nearly the kinds of GPU power needed to exploit what Unreal Engine can do with particles.
-----------------
There are no good particle system tutorials for SceneKit, nor SpriteKit.