An ocean material done in UE4 driven by a "beaufort scale" parameter to simulate different weather conditions.
This is a test with dynamic "Gerstner" waves instead of "cloudy" textures used for the vertex displacement.
I used the original formulas from Tessendorf paper (GPUGems ones gave me some problem).
Mix of 4 waves.
Passing from 10 meters wave to 2 meters.
Still work in progress...