The curl of the waves were made by using the ocean waves SOP node. The problem with it is that it wouldn’t curl like the waves I was trying to achieve. I fixed this by using a VOP net in conjunction with the slope of the ground which in real life causes waves to curl.
fun fact: a gradual slope causes a small slow curl (like mine) where as a sharp elevation change in the ground will cause a more drastic immediate curl.
This is the wet map it was generated from the particles of the flip simulation. This was generated using the vex code below inside of a custom solver (further explained below). The data was then sent to a COP network where it could be used as a texture in the material network shown below. This map was used to increase the secular, decrease the roughness, and darken the base color.
Here is some reference footage from my home state of Hawaii all around Oahu