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« on: 2020-05-05, 11:55:56 »
Hey,
Just a few notes that should help you understand the setup better in case you've not found these in the Phoenix docs.
Phoenix in Max always produces a standard Max mesh in the viewport.
This means that you can do whatever you like with it - turn it into an editable poly, add modifiers, etc - it's just any other geometry, it just changes each frame.
So you can put any kind of displacement modifier on top of it. You just gotta know that the mesh detail in Mesh render mode comes directly from the simulator grid resolution. If you want more detail, you might need to subdivide it additionally.
In Ocean Mesh and Cap Mesh modes Phoenix subdivides the mesh into screen space according to the Ocean Subdivs. Note that 2.5 is a huge value. It means that per each rendered image pixel, you will get 2.5x2.5 -> 6 quads or 12 triangles. This is likely the reason you run out of RAM.
Since the Phoenix mesh is just like any other mesh, you could throw a displacement modifier on top of it without using the Displacement under the Rendering rollout of the Simulator. The difference between the displacement modifier and the built in displacement is that the latter produces the viewport mesh, while the former is calculated at render time. This is why there is no problem even to have both, though I doubt that this would be useful. So you can have a flat Phoenix Mesh or Ocean Mesh, and you can put any displacement modifier on top of it.
Additionally, if you are missing detail in the displacement and you use a Phoenix Ocean Tex, you might need to look at the Ocean Tex option and increase its level of detail.
I hope this helps shed some light on the inner workings of the tools, so you can have better control over what happens. Cheers :)