[BLOOD:LOCAL_CREATURE_MAT:BLOOD:SOLID]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
Choose whichever. The problem with blood spatter is that it's a liquid which is being spread all over the place. If blood is a gas, you see clouds of boiling blood when arms get lopped off and stuff, but after combat there's no trace of blood at all. If blood is a solid there's no cloud of boiling blood, there are no pools of blood on the ground or anything...but for some reason, despite there being no blood on the ground, looking at inventory will reveal that dwarves still have blood spatter all over them. Either way, it cleans up the mess 
Note, though, that I've only tried this out in the testing arena and not in fortress mode or anything, so I'm not sure of long-term implications of making either change (except presumably not being able to embark with or trade for buckets of blood...if you'd actually want to do that
)
And this would need to be done to regionX/raw/objects/ with any occurrences in files:
creature_subterranean.txt
creature_standard.txt:
creature_small_riverlake.txt
creature_small_ocean.txt:
creature_small_mammals.txt:
creature_savage_tropical.txt:
creature_other.txt:
creature_next_underground.txt:
creature_large_tundra.txt:
creature_large_tropical.txt:
creature_large_temperate.txt:
creature_large_riverlake.txt:
creature_large_ocean.txt:
creature_large_mountain.txt:
creature_domestic.txt:
creature_birds.txt:
I take it. A piece of cake with perl to do. But you also probably need to do it to ichor, goo, slime and pus too to have a significant effect.
Hope this doesn't give my creatures too severe gas problems. Also, probably doesn't work to help in FPS-loss that has already happened,
but should work against future loss I suppose... Not that FPS 1 can go down all that much more anyway... I hope.