hi,
finaly i kicked myself to actually start this today. seems like i missed a criteria, my mountains are hills, at best 

now my setup:
first i looked at your highmaps, ian, but there was no nice bay, so i painted my own
.
erosion was my first try, but like ian mentioned, it is pretty unpredictable. either i use it wrong or erosion is not doing what i want.
i2m to rescue! great tool! fractal noise and noise factory for breaking it up a little. my sand texture from project phoenix and a custom painted footstep for the foreground.
color is only a gradient in Y direction from dark blue for the water over azure, sand, brown, green and grey. yah, that simple.
the water is a überplane (about 600 divisions - in camera
), deformed with runwave (2x) and the good old crumple shader. it is about 30% transparent to give it a little depth (see gradient on landscape). the foam is some simple luma-maps set to screen mode to better blend together. some power particle basic emitters for the fun of it placed around some über-rocks. two über-rocks for the distant clouds.
i think thats all in eias.
a little photoshop aftertouch - level adjustment, desaturation, highlight blurring and darkening of the edges. and ready.
edit: if this was a real project, there would be much more work needed, around the waterfront for example, but for a few hours work i am pretty happy with this.
second edit: no GI on this, because i wanted fast test renders without adjusting the lighting or diffuse values at the end. maybe i’ll do one tomorrow and edit it in here.
have fun, i had it!
uwe
I would up the AA sampling to 2x2 to get rid of the jaggies on the crumple shader (I’m sure you would do that anyway though! 



