If you have ever wondered why your particles are not as close to the brush as you would like, it may have something to do with the topology of the underlying mesh.
I have been playing around with dynamic paint and put together a short video that shows the effects of underlying mesh topology upon the deployment of hair based particles across a curved surface.
The first mesh is a simple convert of an extruded SVG file to mesh.
The second mesh is a remesh of the converted mesh to increase density and provide a more even vertex distribution. The remeshed mesh offers more predicatable distribution of particles.