Hmmmm… too bad the remesh modifier does not work on particles…
The question is, in the absence of a magic shader that would connect all these geometries together to form a whole and get rid of interpenetrating faces, how can we isolate said faces so they don’t show obviously on render ?
These faces share at least two features :
- They show through another surface, that means a ray depth of at least two (not accounting for any bounce off the cell’s surface before that)
They show through another surface - that means you see them through transmission rays !
We’re going to make transmission rays that have a ray depth of more than two entirely transparent :
The less than math node here should make the transmission nature of the rays acts as a trigger between the two main shaders - your shader tree and the transparent one. The number in the divide math node is the number of bounces after which you’d like the transmission rays to disappear, in this case three bounces make it more likely that they’ve hit internal surfaces on their way to the camera lens (or to the light rather because that’s the way it goes, lens to light).
Try tweaking the SSS size, too ?