Hello,
So a lot of people have been asking, maybe I should edit the readme

There's no fluid surface actually constructed with polygons, it's a screen space technique involving rendering the depth, blurring it and doing deferred shading.
One thing that is missing in the released version of flex Chop is outputting the anisotropy per particle, for ellipsoid renderings, instead of spheres.
See
http://docs.nvidia.com/gameworks/conten ... anual.html the paragraph on fluid rendering and the note at the end
[4] Reconstructing surfaces of particle-based fluids using anisotropic kernels
To get back to your question, even as is, just rendering the depth for spheres instead of ellipsoids and doing the shading on that will give bring you closer to a surface look.