Yep i already went through those.
the problem im facing is that im not looking to create a rolling ocean sim, but more of a tidal wave situation. (one or several big waves) So i dont need to move the ocean only with an ocean spectrum and the velocities it generates.
Im looking to suck the flip particles with a custom velocity field (like the grid is doing) pulling a mass of fluid for a while, and then releasing it to create a bigger wave.
I´ve been trying tweaking the ocean spectrum to create bigger waves, (animating its properties to move the flip particles in a rhythmic way, but it creates uncontrolled splashes that don´t allow for the big wave to be created.)
If you look closely, that´s what the grid is doing in the example i posted. Is sucking the fluid up for a short time, and then releasing it in order to create the wave. Thats what i havent been able to do