Skip to content

Generated output

Procedural Wetness uses normal Blender data. The output can be inspected, edited, converted, hidden, or rendered like other scene content.

Output collection

Generated objects live in WET_Generated. A target can create some or all of these objects:

ObjectBlender dataPurpose
WET_Droplets_HeroCurveEditable large drops attached to the target
WET_StreamsCurveMain streams and split paths
WET_SheetsCurveWider merged water paths when present
WET_Hanging_DropsCurveDrops extending from valid surface anchors
WET_Airborne_DropsCurveDrops falling free of the surface
WET_PuddlesMetaballBlended puddle patches on the receiver
WET_Small_DropsMesh with Geometry NodesLive small-drop instances sampled from the target

Categories with no valid result do not create an empty object.

Materials and target shading

The add-on creates and maintains:

  • WET_ClearWater for free water geometry and puddles;
  • WET_SmallDropWater for the small-drop prototype;
  • WET_SurfaceWater for thin contact sheen.

The active material on the target receives the wet-film node setup. If the target has no active material, geometry is still generated and Blender reports that the shader step was skipped.

Water Look controls update these add-on materials in place, so a look change can affect output from more than one target that shares them.

Masks

The add-on stores paint data as point-domain float color attributes:

AttributeObjectPurpose
WET_AuthoringMaskWet targetAllows or blocks droplets and stream seeds
WET_PuddleMaskPuddle receiverStores painted puddle centers

Remove Water preserves these attributes, so the same masks can be used again.

Ownership and regeneration

Each wet target receives an internal ID. Generated objects carry that ID and an ownership marker.

  • Regenerate Water replaces only output owned by the active target.
  • Remove Water removes only output owned by the active target.
  • Output for other targets remains in the shared collection.

Regeneration is destructive to manual edits on owned output. Before regenerating, duplicate and convert any curve you want to keep as final art.

Changes that require regeneration

Regenerate after changing:

  • any Drop, Stream & Flow, Hanging & Airborne, Puddle, or Advanced value;
  • a mask;
  • the puddle receiver;
  • target geometry, modifiers, pose, or scale.

Water Look controls are the exception: their material changes are immediate.

Procedural Wetness for Blender 5.2