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With the simulator selected, in the Preview rollout, enable Particle Preview.

To easily spot which particles are which, let's change the color swatches for the different particle types.

Disable the Liquid particle preview. Set the Splash, Mist, and Foam to Blue (RGB: 0, 0, 255), Red (RGB: 255, 0, 0), and Green Green (RGB: 0, 255, 0) color respectively.

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The exact RGB color for the particle preview is not important - it's used only for the preview and not for ththe Mist Amount to 1.0 or 0.10e the rendering. Choosing other colors as long as they are distinguishable is optional.

 
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Now we start to see splash particles in the simulation. But too much liquid gets converted to splash/mist. We'd like both the Mist particles need to be less, and the Liquid particles to remain more numerous. See the FLIP Particles Life Cycle for more information on how liquid converts into splash and mist particles.

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Splashes are the key visual component in a waterfall. We can have less Mist particles since they will be more transparent in our final render and we can increase their size to compensate for having less mist particles.

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