Hello!
So, here’s the thing: I’d like to create a dripping effect on a specific and dense mesh.
I have a particle mesh emitter. This emitter has the geometry of a complex shape.
I’m working with two particle groups: one static (which is the base emitter) and another animated group of particles.
I’ve added a "field condition" to my first static particle group.
In my "field condition," there’s a field that triggers the animation of my second group of particles, which is animated (with gravity, friction, swarming, and collision).
To animate the particles, I’ve placed both particle groups into a volume generator, which is then placed into a volume mesher.
So far, everything works fine.
The problem I’m encountering is that, even after adjusting the voxel size and increasing the number of particles as well as the voxel size in my volume builder, I’m not getting exactly the same result as my base mesh.
I’d like to combine the precision of detailed geometry with the flowing effect generated by the particles, while preserving the precise details of my initial geometry where the particles haven’t been activated yet.
The idea is to create a smooth transition between the original geometry and the particle-animated volume.
I’m not sure if I’m being super clear, so I’ve attached my project for reference 
https://we.tl/t-JJAtCR6nM4
If anyone has any ideas or solutions, I’d really appreciate it!
Thanks so much!