The PBD Fluid object is similar to a particle modifier, so you need an xpEmitter to generate the particles.
This means that you can treat the object as you would any other modifier.
Note: Emitting from an object is significantly slower than standard emitters, so should be avoided wherever possible.
You can emit from 'solid' emitters such as the Sphere, Cylinder or Box emitters, if you need to.
You can use other modifiers in conjunction with this object, such as an xpGravity modifier, or other dynamics objects such as the xpConstraints object.
If you want the particles to collide with a an object, use a Collider tag in the usual way.
The PBD Fluid object simply governs the behavior of the particles, to make the particle flow seem more fluid-like.
xpFluidPBD Object tab menu settings.
This sets the fluid simulated viscosity by adding the velocity influence of the surrounding particles, which gives a more viscous motion.
To make a really viscous fluid it might help to add some particle-particle attraction.