Appearance
Create your first wet surface
This tutorial starts with one mesh and produces a complete wetness effect.
1. Prepare the target
- Select one mesh in Object Mode.
- Give it an active material if it does not already have one.
- Place the object at the scale you intend to render.
The add-on reads the evaluated mesh, so modifiers and object scale are included. Distance controls are scaled automatically from the target's longest dimension.
2. Open Procedural Wetness
- Press N in the 3D Viewport.
- Open the Wetness tab.
- Leave the top selector on Flow.
The default Natural look and Soaked amount are a useful first result.
3. Generate water
Choose Generate Water at the bottom of the panel. The add-on creates:
- small drops distributed with Geometry Nodes;
- editable big-drop and stream curves;
- hanging and airborne drop curves when valid anchors exist;
- wet-film shading in the target's active material.
After the first run, the action changes to Regenerate Water.
4. Tune the result
Change one panel at a time:
- Drops controls small and big droplets.
- Streams & Flow controls runoff, splitting, merging, and drainage.
- Hanging & Airborne controls drops leaving the surface.
- Water Look changes existing water materials immediately.
- Advanced changes the layout seed, curve profile, and gravity.
Choose Regenerate Water after changing geometry or placement controls. See All controls for three rendered values of every slider and number field.
5. Render transparent water correctly
Water is sensitive to lighting and ray depth. In Cycles, the Water Look panel warns when these values are below the add-on's recommended minimums:
| Cycles setting | Recommended minimum |
|---|---|
| Max Bounces | 8 |
| Glossy Bounces | 4 |
| Transmission Bounces | 8 |
| Transparent Max Bounces | 8 |
Choose Apply Recommended Bounces to raise only insufficient values.
6. Remove or rebuild the result
- Choose the trash button to remove water owned by the active target.
- Choose Regenerate Water to replace that target's generated output.
Regeneration overwrites edits made directly to generated curves. Duplicate or convert a finished curve before regeneration if you want to keep a manual edit.



