
I finally acquired a working build of the Houdini Ocean Toolkit for 11.0.504 so I started doing some work with the HOT plugins.
The Ocean node is neat, but for anything advanced you are better off using the vex node, since that can output eigenvalues and be blended with various vex operators. The obvious use of this is outputing geometry for water-spray particle sourcing. The sample files demonstrate how you can use the minimum eigenvalue to isolate the crests of the surface without additional measure sops or other methods.
HOT oceans look cool but you need a good shader to make them terrific. I studied several examples of ocean shaders and put together my own which incorporates white-water cresting similar to the Liquid shader, and reflective/refractive qualities with several controls.
I also combined HOT with some basic fluid-based liquids for simulating wakes and waves, which is also fairly straight forward, since you can just toss a vopsop onto the surface mesh out of the simulation.
http://odforce.net/wiki/index.php/HoudiniOceanToolkit
-site for HOT
http://forums.odforce.net/index.php?/topic/11943-hot-1-0rc9-for-h11-504-compiled/
-for lastest windows builds