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It might be possible to alter the metaball algorithm to produce something like that. However it would be insanely slow. First the algorithm itself would be heavier and second the huge number refractions to get anything near that would completly kill the rendertimes.
Hmm...
But we can limit number of refraction by material "Max depth" or renderer "Max transp. levels" parameters?
If only BerconMetaball could generate this kind of geometry...
that wouldnt work i guess as you'd get a lot of flatspots instead of deep foam (after max refractions are reached exit color is used). Anyways. Why not create that kind of geometry using PFlow directly ?
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