Not easy to do though.
Realistic liquids are hard in general and even harder when they are suppose to stick to surfaces in close proximity to small areas of geometry.
There must be a transition between the object mesh / material (with multiple textures like diffuse/roughness/bump/normal working together) over to actual geometry (the liquid itself). In 3D, standard liquid simulation basically all behave like oil on water - they just don't interact enough with the surroundings (capillary action, absorbtion, etc.) - and it is computational expensive to simulate it. Software like Houdini specialize on that.
I've been around here for some time and have not seen convincing jizz or goo in any animation so don't get your hopes up.