You can use a fluid texture 2d, then emit into it from a particle expression.
First create a fluidTexture2d assigned to shader of the collision object. Set the velocity grid to none and the density grid to static. Set the resolution of the fluid to the desired wet map resolution.
Next create collisionU and collisionV attributes on your particle system (add dynamic attributes: general)
Finally create the following runtime expression to emit into the fluid from where your particles collide:
float $u = nParticleShape1.collisionU;
float $v = nParticleShape1.collisionV;
float $emitRate = 0.5;
if( $u != -1.0 && $v != -1.0 ){
float $rx = fluidTexture2DShape1.resolutionW;
float $ry = fluidTexture2DShape1.resolutionH;
int $xi = $u * ($rx-1);
int $yi = $v * ($ry-1);
setFluidAttr -at “density” -ad -fv $emitRate -xi $xi -yi $yi fluidTexture2DShape1;
}
If desired you can do things like diffusion or even solve a simulation. I’ve gotten good dripping wax by using a fluid with low solver quality combined with high damp and some negative buoyancy. (this would also need a dynamic velocity grid)
The above expression just sets pixels, and thus might look pixelated. If you wanted smooth circular stamps based on the particle radius you could use a more complex setup with two particle systems. The second one would emit directly into the 2d fluid texture (fluid:emit from object), and the expression on the first system would generate the secondary particles where their xy position was the uv position of collision.(using the emit command in the above expression instead of setFluidAttr) The fluidTexture2d transform would be scaled such that it exactly fit 0-1 in the xy plane.
Duncan