Hi,
Here is a quick step by step tutorial to illustrate the basic usage of liquid simulation with particles:
Create a Teapot, keep it selected
in Phoenix toolbar, click Setup a Waterfall sim
In PhoenixFDLiquid001 modifier: Grid : Total cells : Decrease to less than 2 millions (FD Demo...)
Change max time line to 10 frames
FD Start simulation
Note for this case in phoenix modifier Simulation tab that [PARTICLES] uses 3 types -Liquid, -Splashes, -Mist
: we will need 3 meshes and octane Particle modifiers
Set Octane as renderer [octane kernel: set 500 'Max. samples'], set some background color in Environment
Create 3 objects : Sphere001, [change to lower poly .. eg 12 segments], Box001, Pyramid001
Create and assign 3 octane materials to those 3 objects
Add 3 Octane Particle (WSM) modifiers to PhoenixFDLiquid001, with
type 'Sphere001' to 'Particle mesh node name' , set Group index 0 for the first,
'Box001' to 'Particle mesh node name' , set Group index 1 for the second,
'Pyramid001' to 'Particle mesh node name' , set Group index 2 for the 3rd
Keeping timeline on the 10th frame, open octane viewport for a first render
See that Sphere001 is too big : set 'Mesh scale' to 0.3
and Pyramid001 too small : set scale to 4.0
To view the simulated liquid from the grid as a mesh, go to 'Preview' tab of PhoenixFDLiquid001 modifier,
and turn on 'Show Mesh'.
and create and assign an octane material to the 'PhoenixFDLiquid001' object.
You can now turn off 'Visible to camera' for the 3 objects, re-set a 100 frames timeline and re run the simulation, etc..
I hope this will help you getting started, and I'm sure you'll get better looking particles than mines
Edit: Thanks nildoe; your tutorial might be more clear and simple than mine,
So please, have a look first to nildoe's post; I guess more samples doesn't hurt..