octane specific no. but rebelway flip series by igor zanic cover the methods. this one is also nice with good info at the end
https://www.youtube.com/watch?v=vi0WIWHLBqY- you have your flat ocean spectrum, you bake your vector displacement map from the houdini ocean evaluate node
- you create your FLIP and you use the boundary layer option of the FLIP solver to get a flat square area at the border of your flip
- you post process your FLIP to get a perfectly flat mesh at the boundary, you create a mask between FLIP area and flat area using fluid masking tool
- then you can either apply directly your ocean displacement on the flat grid and on the FLIP sims using the mask you created to not displace FLIP area
- or you can render 3 pass and blend them in comp , the Flat ocean pass / the FLIP ocean / the mask
but honestly octane would be the last engine i would like to use if i have to do heavy ocean work. i think i'll go with either arnold or mantra / karma.