I would like to know how to invert the masks generated by the Particle Fluid Surface node.
See here I'm smoothing by velocity, the smoothing is occurring on the slower moving geometry, I would like to flip that mask and smooth the faster moving geometry so that I don't lose all of the nice splashes happening on the front wall of the collider.
See here the default surfacing with no smoothing, take note of the splashes I would like to retain on the front wall. I'd like to smooth the faster moving liquid behind that.
change your Velocity Range from current 0.5, 4 to 4, 0.5 essentially inverting it
or you can use Particle Fluid Mask SOP to generate mask volume using similar controls and then further process using any volume manipulation nodes like Volume Ramp or Wrangle then plug that into 3rd input of Particle Fluid Surface and use as mask