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A first try to get Houdini's Flip fluids to flood a room with a floor with some uneven tiles. 
After simulating the flip-particles i made a couple of custom vopsops to select the parts in the fluidsurface that had a rather sharp curvature (measure sop) and a velocity above a cutoff. This part of the surface was then used as an input for a popsop where particles inherited the velocity of the surface with some added randomness. 
A whitewater attribute was created to feed the basicliquid shader. Only two renderpasses, one beauty pass and one seperate for the particles only.
Allthough it is very far from perfect, the approach i ended up with is very useable.