At the minute it kind of swims over the sphere as it moves even though it sticks to the surface. I tried to inherit the movement of the sphere before solve so it will move with it before solving gravity and dripping down the sphere, something like ($TX + ($VX / $FPS)) or ($TX _+ ($VX * $TIMESTEP)). I've had it kinda doing the right thing, but I loose the nice dripping shapes.
Anyone have a better idea of getting the spheres (read any geo I attach this too) movement applied to the particles before it solves the forces.
P.s. About the scene. It should be pretty self explanatory, the SOP solver generates a couple of attributes, like impact, Normals and distance that are used in the post POP solver to force it back onto the collision geo. In the Collision SOP there is a PC that has velocities that I'm looking up to transfer the velocities to the particles and multiply by $STICKYDISTANCE which will only effect the particles near the collision object.