It's not a big problem anymore to get some sinuslike 'surf' in a restricted coastal zone in a procedural terrain (with a blue displacement to scalar, etc... ), but I am trying to figure out how to get these waves to slant towards the beach, surflike, everywhere. You can of course redirect or vector displace a region, but that wouldn't work everywhere, as redirect or vector displace is usually unidirectional. There must be a way to translate the slope/angle of the beach to a function that steers the vector displace. There you have it.
A vector displacement map can be made from a terrain (there are threads and tutorials about it), resulting in RGB values steering displacement in another app. But I think these values could be used within TG as well. But how? Build vector, and use that to vdisp waves?
I will do some experimenting if time permits, but if anyone has any bright idea.......