Ocean Wave Generation in Rhino

Could you link to these shaders? It’d be interesting to see more of them.

I’ll try to get the displacement hooked up via GhShaderNodes too - displacement obviously works for Raytraced (:

This is becoming quite a nice definition. If you feel like it you could add vertex color information for foam. I could create a custom ocean shading material that would use this vertex color layer for adding foam shading. The Blender ocean modifier can do that too. The foam data is essentially just a gray scale where white means foam, black no foam.

(edit: except I suddenly remember that vertex color retrieval is a bit broken - but once that is fixed too it should work a treat.)

The definition you posted gives 40k quads currently for the surface it creates. That should give quite nice control over foam detail on and between waves.