Wetmaps:
I created a vertex map in field mode on the dinosaur and put the liquid mesher (with a bigger voxel size so it renders faster) into the field list. In the field settings, the mesher was set to volume, and I put a decay field on top with 100% so it stays wet where it has been touched by the mesher.
I rendered the vertex map just as black/white mask, so I could use it in comp to darken the original render.
Additionally, I rendered a seperate, very reflective pass of the dinosaur, that I added on top in comp, again using the wetmap as mask.
trex_water_v007_Wetmap.mp4
I then comped everything together in Nuke. I tried to make a smooth transition between the simulated area around the dinosaur, and the rest of the lake, but that was a bit of a challenge and didn't work out to my full satisfaction...it's still noticeable that the simulation doesn't spread out to the rest of the lake.
Some final thoughts: AFAIK, our liquids solver is an SPH solver, which is generally designed for small-scale fluids. FLIP would probably be better suited for fluids of that scale. I find it even more impressive that the new solver is capable of pulling this off.
It's also very speedy and very stable. Fully art-directable as it works with all the forces, all other simulation types and all the particle modifiers.
I enjoyed that little project.