
The goal is to make 10 seconds of highly detailed fluid simulation for a close-up shot at 60 frames per second.
After spending about a day experimenting and comparing MantaFlow with Flip Fluis, I chose the latter, as MantaFlow behaves very unpredictably, depending on the resolution.
I figured that the water would reach the surface of the pool in 50 frames + you need 10 seconds of the animation itself at 60fps, which results in a simulation of 650 frames with a resolution of 150 million voxels. This simulation on the Ryzen 3700x took 5 days.
Further it turned out that the blender crashes in the render if the geometry in FlipFluids is too high polygonal. I really didn’t want to do the simulation again at a lower resolution and wait several days again. I spent a couple of days looking for a solution to the problem, and even began to think about returning to MantaFlow.
I reconfigured the scene from Cycles to Octane Render, the problem persisted, so I decided to return to Cycles.
Blender, in general, handles a large number of polygons very well, the problem is with the FlipFluids geometry. The addon developers admit the problem on their GitHub and write that it is on the Blender side as it does not work well with HighPoly geometry made in Python or something like that.
I decided to try exporting the geometry to Alembic so that I could then import it back, so there shouldn’t be any problems with it. I tried to export in different ways, but it always ended with the blender crashing. One export even took more than a day.
Then on an American forum I found a solution where it was said that in the geometry before exporting you just need to swap the modifiers and put the Smooth modifier down, after which the FlipFluids geometry was quickly exported to Alembic. It worked. I exported the geometry to Alembic, hid the original FlipFluids geometry from the render and viewport, but left the bubbles and foam, and imported the Alembic geometry.
I was pleasantly surprised that the Alembic geometry retained the speed information and MotionBlur on the water worked correctly and the scene no longer crashed. More precisely, it didn’t take off immediately, but a little later.
I launched the render, it crashed only the next day, after about a hundred frames. It’s normal, you can live, I just restarted the render from where it stopped.

At the point of contact of the jet with the surface of the water, the liquid looks dark. Not a “blue lagoon” at all. The problem is the limitations of PathTracing technology. In this place there is a huge number of reflections and refractions from the surface of the water and bubbles, and the renderer counts a maximum of 12 reflections, and then draws blackness. You can, of course, set not 12, but 128, 1024, etc., but then we will wait months for the rendering result. Therefore, I added turquoise self-glow to the bubbles and 10 times less of the same self-glow to the water itself. The jamb is gone, the render time has not changed. I render from the beginning. At the same time, I decided to start not from frame 50, but from frame 100, where vibrations are already visible on the surface of the water. I also added brightness to the light sources and a little fog to the water.
After some time of testing, I noticed that in Blender 3.5, the scene behaves much more stable than in version 3.6, so I decided to continue working in it. Materials with the Mix card had to be reconfigured, because in version 3.6 it works differently, and the first frames will have to be re-rendered, because now some materials look a little different.

Another day later, I looked at the first seconds of the resulting animation and noticed that the plants were not swaying in the wind the way I had planned, there was no texture on the branches and the grass was missing. The problem is that I did the project on a laptop, and the simulation and rendering on a PC, and on the PC on version 3.5, there was an old version of vegetation addons. Reinstalled the vegetation addon, reconfigured the vegetation. Reinstalled the plugin for grass, reconfigured the grass. I set the animation to be rendered again.
I discovered the Batch Render Creator program, thanks to it, the number of crashes during rendering decreased even more.

The self-glow from this angle, near the dark crack where the water flows out, doesn’t look very good. Unfortunately, blender does not have a Distance map, which is available in 3ds Max and Corona, so you will have to render the version without self-glow again and mix them in AfterEffecs so that there is no self-glow in the area of the gap, but there is in other places.
There were also other problems, for example with the camera position, because I shifted the start of the animation from frame 50 to frame 100, and I also had to re-render some of it. And I had to tinker with Geometry Nodes to cut off the bottom near the water, since I did not do the simulation for the entire depth of the pool.
In response to potential critics who have never done anything like this, but believe that in Houdini or PhoenixFD there are fewer problems and everything can be done faster, I suggest that you first make a 150+ million voxel simulation and render it on the GPU along with animated vegetation and displacement, and then write down how long it took you and what nuances and incompatibilities you encountered.