I take it you see the wake on the preview plane in the interactive, but it doesn't show up in the batch render. I'm not sure why this would be the case, especially if it is cached. Does a simple wake on a default ocean render OK?
You can simply texturemap the foam emission attribute in such a way as to make the more distant foam less(perhaps a circular ramp texture). If you want to make it relative to camera distance you could project a circular ramp down y and parent the projection to the camera position. A yet fancier way would be to plug the pointCameraZ from a sampler info (represents distance, although may be negative) into a value remap node then the output of that into the foamEmission. You need to ajust the min/max input/output ranges of the samperInfo to get the desired foam range.
Duncan