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Anyhow, that will not work with simple displacement or noise modifiers. Somehow there should be made a shader that changes when the angle between adjacent polygons changes.
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Well, as of changing the material by angle you could use one of the many "terrain maps" as they mostly do exactly that (height and angle).
A different approach would be doing it with particles and PFlow. Basically you can simply spawn particles by a deflector that is only on top of the higher waves.
Your approach looks damn nice so far! The only thing i am missing is those "glittering" white spots! Might appear with a brighter sun-spot and some detail bump-map.
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