For small flows in dynamic environments, I've found that two-dimensional simulation is far more convincing than three, due to the latter's high resource demands limiting fidelity ...even on modern engines. My approach is to use a heavy and fully-transparent particle, which generates decals on collision, and spawns children upon death to create forking paths.
An implementation on the PC version of Halo 1.
A dynamically flowing blood visual, triggered by either an explosion that gets past shields, or being run over by a vehicle. All showcased maps feature this effect.
Ideally, perform this tutorial on the map that you would like the effect in, because Eschaton's rebuild process scrambles complex tag references. This can be corrected afterward, however, it can be difficult.
Tag Duplications
Modifications