A paint bomb would permanently splatter paint on the region where it exploded.

That is, if of my non-lethal red paint bombs went off, anything in that region would be permanently splattered with red - the ground, the trees, props and any actors. Also, some level of occlusion would occur - paint would be "blocked" by props or actors.
I expect that to simulate such an explosion I would have to generate a number of small spheres and then eject them out of a midpoint and using physics simulation let them collide with objects other than other paint blobs (and knock them about if need be). At each collision I would then destroy the blob object and transfer/multiply a "paint splatter" texture the size of the blobs diameter onto the object it collided with, at the point that it collided.
Here's where I run into questions.
How do I find out the coordinates on the texture map of the various types of objects that the blobs collide with (props, landscape, actors)? I would then need to modify all those parts of the texture UV map with a splatter texture - permanently (or for the duration of the time they were in memory anyway).
Is there a better way to do this, such as with a shader?