have been trying to do photorealistic water with blender. the following tools are needed to achieve this properly;
ray mirror - invert function, for speciifying where the reflections occur. fresnel is cool for specifying falloff, but the angle is inverted from water (the reflections were strongest at the bases of the waves…need to be inverted)
ray transparancy - refraction (not sure if there is another function to control this)
texture - one of the choices should be a fall-off/fresnel. the closest to a fresnal/falloff is the use of a coloband, but the options to mix energy/normals, etc., is not present in the textures coloband editor (at least, not my version).
texture - a slope function is needed to apply foam. could be a node…