The Splash object is used along with a fluid solver such as FluidFX or /FluidPBD to produce splash effects. In the viewport the object has this appearance:
You can adjust the size and appearance of the object interactively by manipulating the handles (the long lines pointing upwards in the above image) and the Bezier handles (the blue lines) to get the exact shape you want.
Here is a simple example of what this object can do:
This scene uses a FluidFX solver with the splash generated at frame 15 and lasting 9 frames.
The object's interface looks like this:
For the 'Groups Affected' and 'Falloff' tabs, and for the buttons at the bottom of the interface, please see the 'Common interface elements' page.
The radius of the bottom circle in the object. Particles to be included in the splash will be those within the distance given in the 'Distance' parameter from this circle, so the bottom circle should be within the 'Distance' value of the particles, or nothing will happen.
The height of the Splash object. The taller the obejct, the higher the splash. However, the splash particles won't necessarily reach this height because that will also depend on their speed and the effect of any other modifiers in the scene, such as a Gravity modifier (as seen in the above video).
The radius of the top circle. This and the bottom circle radius together determine the angle at which the particles will move from the fluid surface.
The number of handles - that is, the long lines pointing up in the screenshot at the top of the page. The force to move particles is directed along these handles.
Note that changing the number of handles may mean that you will have to re-adjust the Bezier handles on the top and/or bottom radius,
The strength of the effect. Values higher than 100% are possible.
This is the time at which the splash commences. You can set this so that the splash starts when an object falls into the fluid, for example:
The duration of the splash.
This value determines how far from the bottom circle particles will be included in the splash. Increasing this value can increase the number of particles in the splash, as shown here with three values for distance:
This is a falloff curve for the splash distance for all particles in the fluid simulation. If the right-hand point of the spline is greater than zero on the Y-axis you will start to see effects on particles outside the 'Distance' setting, which would otherwise not be affected.