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Troubleshooting Procedural Wetness

Generate Water is unavailable

Check all three conditions:

  1. The active object is a mesh.
  2. The object is selected.
  3. Blender is in Object Mode.

The target must also have a positive evaluated size.

Water geometry appears, but the target stays dry

The target needs an active material for wet-film shading. Assign a material, then regenerate.

If the material has a custom node setup that cannot accept the wet-film node, the operator reports that geometry was generated but the shader was skipped.

No drops or streams appear

Check:

  • Small Amount, Big Drops, and Streams are above zero.
  • The droplet mask is not fully blocked.
  • Big Spacing is not too large for the available surface.
  • Water Amount is above zero.
  • Gravity is a non-zero vector.

Apply Soaked from Water Amount and regenerate to test with known values.

Water is dark or black in Cycles

Open Water Look and choose Apply Recommended Bounces. The action raises low max, glossy, transmission, and transparent bounce limits without lowering higher custom values.

Also check that the scene has something bright for water to reflect. Clear water in an unlit world can correctly render nearly black.

Puddles do not appear

Verify that:

  • Receiver points to a separate mesh.
  • Amount is above zero.
  • The receiver has areas painted with Allow.
  • The original wet target is active when you regenerate.

Puddles use the receiver mask directly. Streams and gravity do not decide their placement.

Fewer hanging or airborne drops appear than requested

Hanging and Airborne are maximum counts. The generator needs separated, surface-valid stream-end anchors. A smooth closed object or a sparse stream layout can provide fewer anchors.

Increase Streams, increase Length, or try another Seed. Airborne drops use anchors left after hanging drops.

Split or merge controls appear to do nothing

These controls apply only when the generated layout contains the relevant event:

  • Max Splits needs eligible, similarly scored downhill routes.
  • Split Width and Split Length need a generated split.
  • Merge needs stream paths within the selected distance.
  • Max Width matters only after a merge creates a trunk wider than the cap.

Try a larger stream count or a different Seed before increasing the values.

The scene is slow

Reduce the controls that create or evaluate the most geometry:

  1. Small Amount
  2. Big Drops
  3. Streams
  4. Length
  5. Hanging and Airborne

Use Light Mist while composing, then apply the final preset before the render.

Remove Water did not remove another object's result

This is intentional. Removal is scoped to the active target. Select the target that owns the remaining result and choose the trash button again.

Min and Max are reversed

Small Min/Max and Big Min/Max are sorted internally. The smaller entered value is used as the minimum, so generation remains valid.

Procedural Wetness for Blender 5.2