This media is not supported in your browser
VIEW IN TELEGRAM
I used Houdini for the simulation and generation of a liquid mesh. This mesh is copied and cut to get a tileable mesh (similar to making a texture tilable in Photoshop).
This media is not supported in your browser
VIEW IN TELEGRAM
Here you can see the meshes on the spline (each color is one mesh-instance). To get more variation: size- and vertex-offset-values can be defined for the start and the end of the spline. This means the mesh can e.g. grow "over time".
This media is not supported in your browser
VIEW IN TELEGRAM
The majority for the color is done by a SSS-material but I needed to add a bit fake-SSS to improve the impression.