Over the years I've worked on a number of different types of oceans with various software and renderers. I've found Chaos Phoenix one of the best options for generating realistic water surfaces, but we don't have that plugin for Blender. For this kind of project it could be worth investing in one of best laptops for 3D modelling or the best drawing tablets.
In essence, all oceans boil down to a displaced surface. The way that surface is displaced can take on various forms including geometry displacement or material displacement. The waves and how they move and respond to their surroundings is another factor that the natural eye already understands.
In this tutorial I'm going to use the built-in Blender Ocean modifier, which is set up with a range of parameters perfectly suited for creating oceans. It's by no means as comprehensive as Phoenix or other water simulators, but has enough in it to create pretty impressive results.
To create the water and foam textures I'll bake all this into a single texture and then map it onto the surface. This isn't a workable option for animated water because the foam won't animate accordingly, but it can create some realistic results for still images, especially with the more car.
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