Render experiment
using finalRender's early subsurface scattering implementation,
a method to calculate the distribution of diffuse light inside
a volume (in this case the foam cap). As you can see it was
still having problems with 3ds max' energy balancing, hence
the dark shadow.
Other techniques being showcased here are (blurry) raytracing
with "volumetric attenuation" (a physically correct
representation of the "Beer's
Law"), image-based lighting using HDRI
and refraction caustics.