Ah, for the foam remaining underwater, you could reduce the Foam Rising Speed option - if there is foam born deep underwater, it would take more time to rise up, so it would remain below and give the render this nice tint.
The speed and the shape of the geometry are the factors that would affect the birth of the splash and foam, but also don't forget that there would also be some other noise that would make for a more diverse foam - such as the vessel slightly bobbing up or down, or left or right, or there are different current in the sea that you could simulated using a Turbulence force with a very low strength. These could also create naturally these patches of foam here and there, but you might also force them to appear, for example creating them via a texmap - check the "Adding Foam to the Shot" section of this tutorial: https://docs.chaos.com/display/PHX4MAX/Epic+Ocean+Waves. There is also the Foam Texture, which is also mentioned in this tutorial, which is a render-time only procedural texture you could use for foam that is far away from the camera.
The speed and the shape of the geometry are the factors that would affect the birth of the splash and foam, but also don't forget that there would also be some other noise that would make for a more diverse foam - such as the vessel slightly bobbing up or down, or left or right, or there are different current in the sea that you could simulated using a Turbulence force with a very low strength. These could also create naturally these patches of foam here and there, but you might also force them to appear, for example creating them via a texmap - check the "Adding Foam to the Shot" section of this tutorial: https://docs.chaos.com/display/PHX4MAX/Epic+Ocean+Waves. There is also the Foam Texture, which is also mentioned in this tutorial, which is a render-time only procedural texture you could use for foam that is far away from the camera.
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