

Deep Shadow v.s Depth Map Shadow
Deep shadow are controlled by resolution like depth map shadow but unlike depth map shadows which are 2D, they are 3D.
Deep shadows collects colours from all the transparent surfaces until it hits an opaque surface, while depth map shadow hits the closest surface only.
- Deep shadows have transparency shadow & anti-aliasing.
- Deep shadows takes more disk space and more time to render.
- To use deep shadow, turn on "transparent shadows" under Shadow Tab
From houdini doc, pasted them here to share & easy browsing
Tip: When rendering with physically based rendering, shadows are rendered automatically.
Note: When rendering with physically based rendering, shadows are rendered automatically.

I was introduced a few more parameters I could play with in the "Particle Fluid Surface".
Surface Tab
Step Size - Controls the polygon size.
Surface Distance - Thickness of the fluid.
Surface Tightness - Tightens the surface around the fluid particle.
Houdini doc
Tip: Adding the "Peak SOP" after this node, with a very low Distance value such as
0.01, will make your simulation appear less blobby. This is useful for simulating any organic fluid, such as splashing water. 
Attribute Tab
You are able to transfer attribute (velocity, colour and normal) to the fluid.
Note: Without velocity (v), you will not be able to get motionblur.
Was in a situation where Mantra 11.0 cant be found in "Edit render parameters" and the shop context was completed replaced with mentalray stuff.Wasn't familiar with Houdini's preferences but a forum dude helped me get it back by Edit > Prefs > Rendering > apply "Mantra".

Forum:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14223&highlight=water+shader
Following the thread provided by Mr Ron, it was said when working with liquid shader, we want to use attenuation instead of diffuse.
It was done by making "AttributeCreate SOP", to act as attenuation colour then play with the "Attenuation Intensity" & "Attenuation Colour".
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