Centre of the splash area, world x and z.
Material of the splash particles (one of the solver's).
Most splashes per update (the rest of that frame's are dropped).
Particles per splash: on dry ground (a low scatter of droplets) and on a puddle (a crown plus a central jet).
Puddle depth from which a drop splashes as onto water, metres.
Splashes land within this radius of center, metres (e.g. the near field around the camera).
Rain rate, mm/h (0: no rain; puddles drain and dry).
Also remove any particle that leaves the solver's domain (a stream running off its side), instead of freezing it.
Seed of the impact positions and splash shapes.
Also remove stray water: a particle on its own (grid mass at its node below this many full cells of 1000 kg/m³) resting on the ground soaks in, instead of lying there as a 15 mL bead. 0: off.
Launch speed of the splash droplets, m/s (a crown on water; dry-ground droplets fly lower and wider).
MPM splashes per m² per second per mm/h of rain: the few visible splashes among the real drop impacts (~70 per m²·s per mm/h).
Settings of a SplashEmitter. Plain JSON.