Look at library property
For two ID objects of same type to have same name will be from different linked libraries
>>> for m in D.materials:
... m.name, m.library
Can use the library as an extra key
>>> D.materials["Material", None]
You can also use .name_full to differentiate:
>>> print(*[m.name_full for m in D.materials], sep="\n")
>>> with D.libraries.load("E:/pixarletter.blend", link=True) as (f, imported):
... imported.materials = ["Material"]
>>> print(*[m.name_full for m in D.materials], ...
you can replicate this effect with this node setup:
The "trick" is to use the mix shader node. The factor value decides which material it should take for each pixel.
To animate this we don't take a constant value, but we animate it.
In my example i took the y coordinate of the object and compared this to an animated value. Because a ...
You can use a Color mix node set to "screen" mode, to mix the bump texture with the Musgrave texture, so that you get a dark value only where both textures are dark.
Remember that color ramp nodes generally have black on left and white on right side (if inverted the results are inverted).
All four last shader nodes can be substituted with a ...
Your Clothes collection has Holdout enabled. It means it "draws" transparency:
(drag the image around the browser to see it's transparent, not white)
In order to disable this effect either select your Clothes collection, go to Collection Properties and click on Holdout to disable it:
Or enable the Holdout option in the outliner and then disable ...
Unfortunately you can't do this automatically. There are (at least) three approaches to working around it:
Link rather than append, and use Library Overrides when you want the copy to be different than the original, or to use the copy to modify the original.
Manually find every object that uses the duplicate material and use the Browse Materials button in ...
Select your object, shift select the object you want to copy the mesh from, press CtrlL (Make Links) > Object Data.
Or in the Object Data panel, in the top dropdown menu, select the mesh you want to replace with:
In the physics properties for the Domain, under particle you need to check some combination of Spray, Foam, and Bubbles; and then experiment with the settings to get the result you want. I can't tell you specific value for settings, because that would depend on the look and lighting you want.
Make sure you change the type to Modular or All before you bake.
I think the ocean plane looks good for deep water at this time of day.
Here's another shader to try for the splash. You might need to put a Solidify modifier on the plane in your scene for it to display properly.