My take on water explosion, it's heavily inspired by Graham Matthew's setup.
- main plash done with flip.
- secondary "dump particles"
- the particles will conform to the water surface once in range.
- Alpha by age and radial range at the base, so we wont see those particles at the edge of the flip container.
Rendered with redshift and GI was enabled, oh boy it took 4 hours on three rtx 2080, you can fake it without GI but you will miss some nice lighting details.