Still playing with variable viscosity FLIP but I'm having some trouble with snapping when the fluids become more viscous creating stray dropping particles. Any idea how to keep the viscous particles together creating cool strands like you see in this video. None of the hardening strands break in this example.
Also try increasing the Particle Radius Scale to the 1.5-1.7 range and set Under-Resolved Particles to None. That basically turns off all the ballistic-type behavior of particles on the edges of the fluid.
Alright so I've tried all of the above suggestions with no luck unfortunately. Still can't manage to get a blend of nice tendrils with varied low & high viscosity like in the example I posted. Currently I'm using a per particle multiplier to ramp up the viscosity once a certain geo object transfers attributes to set it off using a sop solver.
I think the way his heat map decays has a lot to with it, there looks to be more to it than a simple ramp in viscosity, not 100% sure though.