I am currently doing some RnD for a sim I have to do.
I will have a complex object falling down into shallow ocean water.
For this, I built a simple scene with a platonic object falling in a shallow fliptank with a plane underneath for collision. Here is the node layout of my AutoDopNetwork, to see the setup:

This is how frame 30 (shortly after splashown) looks with 0.03 particle seperation (2.2mil particles)

It's good and fundamentally what I need. But I want quite a bit more detail, I did some testing and my rig is able to bake 40-50mil particles overnight.
And this is how frame 30 looks with 0.015 (16.5mil particles)

Not that those are both Full surface polygon visualisations.
As you can see, I get more detail but it is already splashing down way less deep into the water which results in less particles being splashed up. If I go to a more final seperation value of 0.01 the object barely even penetrates the surface, even starts to bounce.
I already read in the documentation that fluid density is based on particle seperation. That makes sense, but how do I conter this? Do I just turn up the mass of my rigid body object? That value is already at 50000 and I don't think that is the right approach.
One workaround might be to crank up whitewater emission count to mask the lowres water sim a bit more, but I am looking for a proper approach.

