Wet particles are created when core fluid particles interact with an object's surface.
Objects
Click on the hyphen (“-”) and choose which objects will be considered wet. If you want to create wet particles with different properties you have to use one “Wet” emitter per object.
Object offset
If you want to keep a gap between the object and the wet particles you can define an offset here. The value is given in metres.
Emission rate
This is the number of particles which are created per second per cubic metre. The final number of particles also depends on the various threshold values and the used particle type. In some cases it can be necessary to use very high settings of 1,000,000 and more.
Position variation
New wet particles are created within the given value around a grid fluid particle. Higher settings add more particles. If you can see cloudy or spherical structures you should choose a smaller value. The parameter's unit is metres.
Secondary splash
Sometimes, grid fluid simulations do not have enough splash particles, especially at lower resolutions. With “Yes”, new particles will be created when a splash particle enters the core fluid.
@ Bounce
This parameter is interesting for very strong splashes, for example from huge breaking waves, because you can adjust how much the splash particles will bounce against the grid fluid.
@ Radius threshold
A particles' radius ranges between 1 (birth) and 0 (death). Secondary splash particles will be created when a particles' radius is greater than the given value.