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Bubbles – Each particle is shaded as a spherical, transparent, reflective foam bubble. Surfaces of bubbles that intersect one another are visible inside the bubbles. If you get flickering or noisy renders of tightly packed masses of foam such as beer heads, you should switch to Cellular mode. Otherwise, in animation, pairs of bubbles would appear with one bubble completely in front of another in one frame, and completely behind on the next frame, once the bubble's center goes behind the other bubble's center. This would cause abrupt changes in the overall look of the foam mass in animation.
Cellular – Similar to Bubble mode, but replaces intersecting walls between bubbles with a curved wall. The degree of curvature is determined by the Pressure variation parameter. This mode is about twice as slow as simple Bubbles but is suitable for close-up foam. 
Splashes – Each particle is shaded as a spherical, opaque, reflective droplet. Surfaces of droplets that intersect one another are not visible.

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Point
Point
Points – Particles are shaded as flat discs, each the size of one pixel by default. This mode is faster than BubblesCellular, and Splashes and thus is suitable for large scale foam and splashes over a large surface such as an ocean surface. This mode is also suitable for rendering non-foamy fluids such as smoke or ink. Note that Point mode does not do reflections or refractions like the BubblesCellular, and Splashes, so the particles will look diffuse and sometimes darker if you render them next to strongly reflective materials.
Fog – Each particle is put into a grid and the smoke shader is used to visualize the grid's content. This mode is an alternative to Point mode.

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