Starting point for splashes is always an existing HyFLIP simulation. Here it is the simulation from → "Quick Start Tutorials - HyFLIP Fluid Simulation".
Scene Setup
Set the domain's simulation state to → “Cache” (“yellow rocket”).
Other, already simulated HySPH emitters have be set to “Cache” as well.
Add a “Wet” emitter from the “Hybrido” shelf.
Reset the scene.
What you see now is a cross in the viewport's centre, indicating that the emitter is not bounded. You can prevent the particles from leaving the domain:
Add/reuse a → “k Volume” daemon and adjust it to the scene with the R key.
Or make sure that the particles will be enclosed inside a container or a cube.
Open the emitter's → “Wet Creation” panel:
Choose the object(s) which should create the wet particles.
Adjust the “Object offset”. This is the distance between the objects and the wet particles in metres.
Be careful with “Emission rate”, because the intermediate amount of particles can become very large.
Particles below the HyFLIP fluid's surface are deleted.
Simulate.