I was unable to find any tutorials/guides about this on the internet.
A fluid simulation will not match the reference image exactly but it can create something similar. The splashback is usually more chaotic and the concentric circles are more subtle.
The setup is straightforward. Scale the height of the default cube to half. Use the menu Object > Quick Effect > Quick Liquid to create the fluid simulation. Scale and move the domain to match the cube (water pool). It's about 2.6 meters tall in the example.
Create a sphere (water droplet) and add a Fluid physics to it. Set Type to
Flow and Flow Type to
Liquid. Then tick
[X] Initial Velocity and set Z to something like
-9 m/s. This will shoot the droplet into the water pool and create a splashback.
(Sidenote: For some reason, I couldn't get a proper splashback with an obstacle (stone). If you want to try set Fluid Type of the droplet to
Effector and Settings > Effector Type to
Collison). Maybe I did something wrong?)
For the Liquid Domain object, I've used a Settings > Resolution Divisions value of
72. This value depends on the initial size of the Liquid Domain object (2.0 m x 2.0 m x 2.6 m in the example). The higher you set the Resolution Divisions value, the lower the Initial Velocity of the drop you need, but the longer the baking time.
You can set Time Scale to
0.5 and Timesteps Minimum to
2. Feel free to play around with these numbers and the CFL Number.
[X] Mesh. Last but not least, adjust the Cache settings, especially the End Frame. Set Type to
[X] Is Resumable if you want to interrupt the baking process, and then press the Bake All button.