I was trying to get a real curl procedurally. Well, this is procedural, and I may succeed in a real curl yet, but this attempt works better than the ones I did more than a year ago.
@Bob: no, this is a completely different setup, like I said with some x to scalar, sinus, and some VD nodes in varying setups and follow-ups. But I will continue rendering as sand dunes, not water. The calculation of transparency through transparency gives these black dots.
@ Michael: I will do a distant one. You're right that it will look lots better!
@Efflux: what do you mean by texture put over the top not being related to the wave? You probably think of the foamy, more displaced tops, starting to break. I was trying and almost succeeding in finding a relation between when the wave would be at its steepest/highest and where the curls would be. I might get there still, but it's tricky.
There's a set of nodes I need to re-invent to get more black space between a sinus...