Using CPU marching cubes to create metaballs, and similar to Wobbly Earth, using a Custom Standard material, this time to also modify the fragment shader, and add a striped procedural texture to the metaballs, and modify the normal to add some bump across the alternating lines.
The fragment shader computes a color based on the y position of the fragment, and calculates the discontinuities between lines, perturbing the normal accordingly.
The rest is all marching cubes and MeshStandardMaterial.
Based on Matt DesLauriers's Custom mesh standard material.
Inspired by this animation.