Hi, trying an higher value than default, the tip faces of the waves cross each other. I’ve seen the same behaviour pushing too much the push modifier, when doing oceans " by hand". Problem is, you spot immediately the crossed faces. A check to avoid this would be absolutely needed imho.
This issue has come up a few times in the past. We used to just kind of hack it by flipping the normals on triangles not facing the camera, which isn’t really a proper fix. The reason it’s not fixed is because determining mesh intersection is an expensive problem. I may be able to solve it on a lower level, because the ocean displacement is made up of (up to) four tiled displacement maps. Preventing overlap in the individual displacement maps may solve the problem.
What about modulating the choppiness “push” by the derivative of the map?
So that the bits that are most likely to intersect aren’t pushed as far?
I already compute a folding map for the “Bermuda Whitecaps” texture, so I could eliminate folding by precomputing the folding map and modifying the displacement map accordingly. This works well for a single tiled layer of displacement. It is less trivial when summing up multiple displacement maps.