tips:
- swirly fluids in COPs: fractal noise UV mode low roughness -> pos of another fractal noise
- for melting meshes, instead of vdbmeshing the sim points, better to point deform the original source mesh by sim (if no extreme movements). you get uvs for free
- blur P & N for extra smooth. Blur vertex normals by split branch, blurring P, calc normals on vertex, copy vertex N back to branch.